Yeah, this is pretty much a no-brainer that they should use the hashed value.. then again, they probably _store_ it in plain text too. I mean, Demigod's networking code is airtight anyway, right? right?!
dafrito
The depressing thing to me is that LoL is relevant at all. I mean, Demigod is a game developed by a top-tier game studio and distributed and supported by a top-tier publisher. League of Legends looks like its being developed by 7 part-time college students on a cracked copy of Visual Studio. Don't get me wrong, I love Demigod, loved SoaSE, TA, SupCom, but good lord, this is beyond frustrating.
Dead Ghost: The only problem with a disconnect % rate is that it tries to solve the problem of rage quitting by punishing rage quitters. On face value, this seems like a winning proposition since rage quitters are evil and should be eliminated. ;) But my whole thought on it is that rage quitters are not some weird, angry minority. They're just regular people who think they're going to lose, are frustrated about it, so they leave. My solution is to attack both of these prerequisites wh
[quote]sigh... my point is the game is already balanced. It becomes unbalanced when new or bad players die.[/quote] Good players never die. I understand now. I mean, this is not a noobs vs. good players argument. This is a "Should Demigod be a fun game to play?" argument. Competition is fun part of the game. After all, you're certainly not getting paid to play it. If noobs are able to use an earned advantage in the endgame to turn it around, shouldn't they have won? Th
[quote] chess is a game of pure skill and it has an exceptionally low margin for error. your pieces available are strictly limited and you can lose incredibly swiftly if you present an opening. chess has perhaps the highest skill-level community of any competitive game that i know of. its built into the DNA of Chess by virtue of the low margin for error and lack of "come from behind" options. [/quote] Chess is not a valid metaphor for this game. In chess, when you take a piece,
[quote who="HateForest" reply="3" id="2252047"] Eh? Every player can get the same favour items, every player can play any demigod, every player can buy the same gear, every player can buy the same citi upgrades. A player with more skill in DG will have a HoL, Ash, etc. A player with little skill with not have these items. You make it sound like someone who is better than you magically summoned better gear as if they didn't earn it. You died, you fed, you have less gold they have
any mechanic designed to compensate after a game starts is a bad idea. Glad to see we're keeping an open mind about it. :) rubber-banding mechanics make games closer but less competitive. it irons out the wrinkles in the game. but its the wrinkles that are the source of the fun. this ain't chess. inequality is the desired state of the game by design. A closer game is one that is mor
It's like saying in a FPS shooter you start to kill someone a lot so you get less bullets or less HP. How would that be fair? The solutions described here give advantages to the losing side. The winning side is not handicapped. On the other hand, to use your analogy, the game currently awards HP and bullets to players who kill their opponents. How would that be fair? The answer, I think, is that it's a faulty metaphor. An FPS has v
It may not be ideal but at least now, the game will simply end in a victory for the winning team when people quit rather than forcing the winners to sit through a boring comp-stomp first. Well, I see the value in this, definitely. My complaint is that the Concede thing is mentioned as a solution, rather than triage like you describe it.
this wouldn't make angry immature players any less angry or any less immature. This is (also) an immature view of rage quitting. Angry, immature players are likely rage quitters, but rage quitters are not necessarily angry, immature players. it would just make the game take longer and make it harder to leverage an experience gap over the opponent. The goal of the "Fixing through prevention" rage-quit
Yeah, awarding the killer disproportionately affects all players, whereas docking the killed player focuses the effect of the kill on one person. It's counter-intuitive, but it seems like a smaller price to pay for all players. It's like buying Currency; one person's 1800 gold, but a gain for all players on the team that benefits more with more players.
People who abandon their teams at the first sign of losing are not necessarily the kind of people others may want to play with. While true, not all rage-quitters fall into this category. I don't have any data about it, but from my experience, quitting games seems to happen alot more frequently half-way in than very early-on. In either case, it seems like both could be dealt with through team-balancing. v1.1 will have a team concede op
Not sure how that will stop rage quitters. They don't quit because they don't think they can win. They quit because they feel if they're not guaranteed a win they're wasting their time. This is an immature view of rage quitting, and doesn't even address the posts here. The whole rage-quitting debate is slanted anyway because any opinion of it that isn't draconian is viewed as "soft on rage-quitting." Even the term 'rage quitting'
Oh, yeah, I didn't mean to trash the testers. The significant part of my quote was "...is one the devs don't run into...". It just seems like GPG was either inept or naive when it came to responding to these reports. Judging from the fact that these bugs were reported (albeit not very clearly in some cases) but not responded to in any way seems to validate that opinion.
[quote who="kryo" reply="3" id="2219553"]If you need to alt-tab frequently, it's a good idea with pretty much any game to use windowed mode.[/quote] Alt-tabbing frequently isn't the bug; alt-tabbing occasionally can cause crashes. I mean, alt-tabbing in most games on slower computers can cause slowness, sure. But this isn't a performance issue, it's a "I essentially take a 50/50 chance every time I alt-tab to see if my game crashes" issue. And windowed mode is, at best, yet <e
I agree; the art in this game is really exceptional. Even the little minotaur reinforcments are surprisingly detailed, both in modeling and in animation. I'd love to see some of the sketches and whatnot that they did for it. :)
[quote who="Harkonis" reply="1" id="2232570"](for example, the 'sedna' bug is one the devs don't run into because they don't play the same way we do) [/quote] To be honest, I don't see how "targeting someone who is behind you" is like, some weird alternative method of gameplay that every tester missed. Then again, apparently no one ever left a game during beta, otherwise they would've fixed the "You get to stare at the connectivity dialog fo
Yeah, it is; sorry about the mistake. You could try renaming or moving your current dgdata.zip and running "Verify Installation" again. The OP had a older version of Demigod; if you do as well, you could try updating through Impulse. If none of those steps work, doing the steps in "How to edit lua files inside dgdata.zip without getting this error" may solve your problem. However, it may cause problems when updating. The most drastic step you could take would be reinst
To the OP: Ironically, I just got this error on my own, and it shed light on what was going on with your problem. You're using a more recent version of dgdata.zip than your game expects. Specifically, the dgdata.zip that you have is the one that a 1.00.0114 version would expect. You need the 1.00.0067 version of dgdata.zip. Of course, this doesn't change anything, really - r unning Impulse's Verify Installation will fix your problem . <s
Unfortunately, the game can only be run as fast as the slowest computer. I believe this is a result of its peer-to-peer nature. An analogy would be 4 people meeting up to work on a project. If one person is slow, the rest must all wait, otherwise they'll get ahead of the fourth player. Since the 4th guy can't get any faster, he'll just get further and further behind. The only options are either to not include the fourth guy, or to meet up at a later time for him, delaying the rest of
kryo: My apologies. I knew, for example, that Steam games are not exclusive to Steam's service, so I figured Demigod could also be purchased elsewhere. I have removed the offending section of my post.
From my experience, the error: failed to load "/lua/debug/EngineStats.lua" module means that a required file is missing. If it's that file (which happens to be the first file that's loaded, I believe), then it can't find your dgdata.zip file. Which would make sense considering you renamed it. Moving it to inside bindata means it's able to find it, since it actually searches in a few folders to find any given asset. Specifically: <block
It seems that a file has been modified or corrupted. This could be caused by a corrupt download, or through installation of mods. Impulse can correct these errors for you by allowing you to verify your Demigod install. Here's how to do that: If you've installed via Impulse, do the following: Open Impulse. Go to the "My Games" tab. Right-click "Demigod". Select "Verify Installation". That sh
It would definitely be nice if there was a "preferred" range for a Demigod that was enforced. For example, if you were out of range, the Demigod would merely move to be within maximum range and immediately start his attack (or ability). However, if you were attacking, he'd move to his preferred range, and attempt to stay within that range. It'd have to be tweaked a bit; the idea would be that the Demigod would move to a preferred range whenever moving wouldn't delay some other action
That post linked doesn't fix this problem. It only fixes the click-to-move bug.