[quote] I do not congratulate you on this one gpg.[/quote] Cry more? I mean favor is hardly a matter on it's own even with the "old ai exploits". But to complain about such minimal problems is really nitpicking.
ViViDGear
[quote]Sorry but I play Reg. It is micro intesive. [/quote] Sorry if this is inpolite but I loughed as I read that [e digicons]:')[/e] Perhaps is a Oak with full set of minions and idols the Demigod equivalent of micro intensive. But Regulus and micro intensive? What do you do whats so "intesive"? Or was that just suble irony? But yeah I think I shouldn't beat a dead horse. It was just a nice occasion to talk about Regulus fundestroying abil
[quote] pathing, targetting, and general AI could be improved substantially. This may be part of the "Command Queuing" that they've been working on.[/quote] Exactly. Good summarization. It's bizzare how long the agro range of priests is, which main use is to heal! It's hard to keep them alive when there is a tower remotely near.
[quote]My thoughts exactly. I'd like to be able to view the Enemies information in a replay though, however ingame is shouldn't be visible.[/quote] Same here. Items of my Allies should be visible for me. And since demigod has awseomly more possibility than dota it should also be possible to see our allies skill builds. It should be used that there are no borders like they are in funmaps :P But not everything Dota did was perfect so im against seeing
[quote]Summerisation: Regulus is pefectly fine, and I never even play as him. Instead of complaining about how he can do this and that learn how to play against him.[/quote] I allready said that he is fine. I don't see him as unbalanced/op. Thats the reason why I feel no need to "learn how to play against him" that is quite easy. It's just my opinion that the way regulus now is sucks much fun out of demigod. And he and with him the whole game could
I would say demigod is quite well balanced right now. But I agree you that Regulus doens't fits very well in the cast. 1. He can kill oponents without being in their reach which is not possible for any other demigod. He can kill over the half map with snipe. Can instant kill with mines. Most dmg that could be done without beeing in danger on his own is Rook with towers. But you can see those and kill them, both things are not possible against R
[quote]you are on my ban list. Thanks for the warning. Learn to play.[/quote] If you play against me with a premade team while hiding that, I would be happy to be on that banlist. At least im talking about such situations in custom games. The few times i faced something else then 2v2 in skirmish and pantheon where quite balanced. Which wonder...no stacking [e digicons]:grin:[/e]
Quite obvious that was intended. And it sounds like a viable tactic for jerks. And sadly the internet and especially anything related to dota is full of them! So this could't get more common in the future. [e digicons]:puke:[/e] I faced a similar situation: Game started - everything allright. After a while we were leading in kills and suddenly it started to lag as hell. After 3 horrible minutes I left. I think an autokick against
[quote who="bman654" reply="25" id="2244423"]I played a 3v3 on Crucible where one of our allies disconnected very early so it was 2Players+1AI vs 2 Players. My remaining ally swore about how I sucked for 15 minutes even though we were winning and had them bottled up near their citadel. They had a money advantage but we owned the map and we had a warscore advantage and they couldn't go spend any of their money on artifacts since they could not get to the flag to cap it. <
[quote]person doesn't connect so after a while you cancel. However, if you match again, the same person who didn't connect before now connects with no problems.[/quote] Yeah I had that issue too! And to be honest: 2v1+ai is the most annyoing thing in this game at the moment. I would rather get an exp buff off 50% or so and fight 1v2 than with a feeder ai.... The greatest demigod-day for me were 4t
Very viable rule. But imho 5 is a little low. Especially with Oak I die often at the start because the character is very fragile before ~lvl5 and own the team in lategame. So 0-8 or 0-10 would be a more reasonable value to quit. I hope they implement a "surrender button" that way we all could spend moretime on matches which deserve that name. I wouldn't be suprised if people which waste their time on premades which stomp em (which norma
[quote who="germ0nik" reply="2" id="2243493"]If you want be a member of the "premade teams that not complete pricks" club you will advertise yourself as a premade. Unless you are the type of player that gets off stomping all over a bunch random players. [/quote] QFT No seriously, after enough 2v1+ai matches in pantheon & skirmish I aim for some custom games which can be even 5v5s with no connection errors and mostly less ragequiters.</
[quote who="VyperXXX" reply="7" id="2244040"]Fix your errors and you wont have to worry about it [/quote] Definitely not. I see this issue as well: - Half of my games are 2v1+ai which I usually quit because a slow lose isn't fun at all. - Ragequiters often create connection error cascades (=>kills the game) and ragerquiters are a reason to stop a game on their own (=>imbalance 2v1+ai) - Best reason to quit: The game is unplayable...
Yeah especially because of bad connections etc. at least a 1 -2 minute grace period would be great. It just sucks if your teammate doesn't connects and you stay there with an feeder ai vs two players. Especially in pantheon this sucks... It should be something like a torunament and your chances arfe dependent on connection luck? Not my impression of a competetive tournament. But anything above 3 minutes is too long in my opinion.
[quote who="Chaosnaska" reply="12" id="2196323"] Quoting ViViDGear, reply 10 Your arguments are quit good and convicting.... BUT on the other hand these problems of 2) will never be solved if not many people install the beta And sadly but true: I deinstalled the beta because I tried to connect and didn't got any games in 2 hours.... So hopefully these problems will be solved if the beta version beco
Your arguments are quit good and convicting.... BUT on the other hand these problems of 2) will never be solved if not many people install the beta :) And sadly but true: I deinstalled the beta because I tried to connect and didn't got any games in 2 hours.... So hopefully these problems will be solved if the beta version becomes the normal version.
[quote]upgraded to Nightmare Difficulty. That way the BOT now may equip itself better, and is gathering gold faster then the players so it stands to be a semi-threat. Just a thought. But by decreased the amount of reward for the BOT, it makes no sense.[/quote] But thats not very far thought by you. If you would play those games till the end for 1 week many people could gather such a high number of quits that the matchmaking doesn't matches you with them (shirkmish &
[quote who="Krazikarl" reply="3" id="2192338"]The rewards for killing an AI DG need to be vastly lower than what you get for killing a human DG. Of course, you will still have the problem of really bad humans playing, but you need some kind of ladder to fix that. [/quote] I disagree. Different rewards wouldn't be only odd they also would switch the game strategys and aims in a way I don't see as suitable. But I agree that AI farming is a problem. The
[quote who="Duncain" reply="25" id="2191260"] Horrific idea, not much to discuss. Okay then... I guess it wouldnt be much fun. What about 3 lives max? [/quote] I wouldn't say this is a solution for any problems of demigod and making all games like that would be indeed a horrific idea. But! I would like to see such a match type. You could setup the number of lives under gameoptions like you can do it with dominate etc. I would play this
[quote who="VyperXXX" reply="12" id="2188242"]people who leave are just gonna leave, they are not going to stop and consider your feelings and go through some GUI dialog to leave. [/quote] Sure will they use such a GUI dialog if you force them to :) First it would help if the "end game" option is taken away in any match vs players and there would be only a dialog: "do you want to capitulate?" only after that you could leave wit
/signed I think a small list of commands for the AIs is the only way to improve the "usefulness" of them without heavy workload on AI programming. Extensive work on the AI should be put on wait till the more urgent problems are solved. But to defend the AI coders and not to lessen their work: The AI in demigod is quite nice for a release version and it should be noted that the developers had not too much insight of how the users play and which tacti
[quote who="InfiniteVengeance" reply="6" id="2188145"] Quoting GunslingerBara, reply 2 In the "professional" gaming world, when a player knows he will lose he is expected to quit so as to avoid wasting any more time on a game that has already been decided. Some games encourage this heavily. Bara I hate this mentality. I have won games that were "surely" lost. I don't tip my King when I go down a Knight e
Oh no! This reminds me of something... Pokedex what is this! Pokedex "This is Torchbearer. He is a strong castermon. His skills are... Fireball lvl 1: In young years Torchbearer learned to channel the arcane forces as a fireball ...." No, seriously now: I have to agree that there should be easier ways to see the skills etc. but there are really some more important issues at the moment. But even if I w
Instead of suggesting a team of busy developers to take a look at a fun map you should try to tell them whats good about that game. I have played it and there are no memorys of any great ideas. So please summerize whats good in this map and which changes from it would improve Demigod.
[quote]light brought it back on the last day somehow[/quote] Yeah I agree! It was really strange how light got 27000 points in 2days... I would like to see how thios happened but there is no Pantheon log or somthing, right?