thank you. but i hope they do bring out at least 2 other unique minions for each general. Each serving different purposes. i think this would create more depth and variety.
gkrit
[quote quoting="post"] A few wishes of mine 1. Make your demigod portrait interact-able. If I want to heal myself as Sedna I would like to be able to click heal and then on my portrait, not having to spend 5 seconds to make sure I don't use it on one of the 17 minions that are in front of me. 2. Add similar but smaller portraits to the upper right of the screen showing your allied Demigods, these should be interact-able as well and also show a hea
are the minions for any one general all one type or are there different types of minions a general is able to possess?
well as i said, there r many ways to counter such a powerful item... you just have to think about it. keep adding more item ideas, and ill try to bring out the possible positives and negatives about it :P gives me something to do lol.
i actually went to get the definition of RTS and believe now that it would be hard to implement a full on RTS style character in a game like demigod. The only reason why IS because of the rpg style assassin. They have the ability to take-on/damage several enemies with AoE skills. In a typical RTS game its minion vs minion. Not minions minions vs powerful assassin with multiple skills. so as it is in demigod now, having control of a set army gives the 'essense' of an RTS feel.<
i guess putting both genres in one game is pretty hard to do. i think the rts half of it as it is now is prob more suited to ppl that come from an RPG background with very little rts background rather than a person with a full on rts background. this is based off what ive read in other posts. i havent got the game but I (coming from an RPG bg) think that the more easier it is to control a general without all the micro-management but control of what i do/where i place minions is good enough fo
was that for to me? anyway, i tried putting a general idea out their trying to relate it to DG as much as i could.
your idea on how the 'damage transferal' is spread is good. However, it gets a little complicated when u go further into the paragraph though. BUT thats the problem, it just has too many changes at so many stages in minion growth rate. Ill use your idea of the 'damage transferal' and incorporate into my idea. According to different generals, damage transferal should work differently. Keeping them unique. eg 1. the vampire general - to restore dmg d
if not now, maybe as downloadable content in the future. something to look forward to lol.
[quote who="Nights Edge" reply="6" id="2028132"]I don't have much to add to this thread than my usual "let us upgrade or view skills whilst dead" spiel, but I think the following is particularly unproductive: "do not die then it is not an issue" Gaaaah. People of varying skills are going to play the game. Being unskillful relative to the average should not mean the game punishes you with boredom. The clue is in 'game'. It's meant to be fun. Furthermore, any player, even
for some reason i get the feeling people would get quite annoyed with that item. coz IMO positioning on the map seems like its very important part of gameplay especially because your always trying to venture forward while capping flags, and for that to be manipulated in that way, it could cause some issues. Perhaps some sort of limitation/downside to this item: - 1 use per match. - 3 second cast time, interruptable (gives unique aura around character so enemy knows you
i dunno if this has been mentioned before or even implented in-game (coz i dont have the game). but what i just thought of just now could be interesting (or just stupid) if implemented in the right way. Concept: Your playing on a map. But at set timesduring a round, certain parts of the map shift positions, resulting in path variations. [Edit] Concept 2: Multi-level maps. Needs a lot of thought. If not done in a good way can be very problematic. &nb
[quote who="Ceylin" reply="3" id="2031032"] And the problem with this solution is that it depends heavily on the nature of your player base. If you start up a match on an unfavored map, and no one joins - how likely are you to recreate it with the same map again? If you want to play a quick game and get it started as soon as possible, which map will you choose? [/quote] thats a good point, but i reckon with whatever game that comes out theres
ill do 48 minutes just for the sake of it.
GW is the only online game that ive ever been interested in. Was a whole heap of fun for a very long time. But u say uve played it...
[quote who="PossiblyImpossible" reply="14" id="2030084"] while some should have a significant amount of time in between uses (as much as a couple minutes).[/quote] minute's' is way too long for any one skill, but i dont mind 1min cooldown max. but cooldowns r easily adjustable anyway. im not gonna say whats most appropriate or how it should be, but cooldowns are a very important factor of gameplay. back to AOE though, usually they are quite strong and last for periods
yoda .... hes cripple, but a psycho jumper
Thank you, and thx again for clarifying some details.
[quote who="HorseRadish" reply="6" id="2029401"]Longer cooldown slower gameplay no thanks I want a 20 minute game not an hour[/quote] IMO, with a background of rpg playing and using a particular game for this example, cooldown times shouldnt be long at all expecially if games last around 20 mins or so. 10 secs cooldown is quite a long time (im guessing thats one of the most spammable skills) in a fast paced gamed, but then it all depends on balancing out strengt
i dont have this game (although i really want it, BADLY) but ive been reading alot about it as well as these forums and have always wanted to throw my 2 cents in. This is strictly my opinion based on what ive read, so dont jump down my throat (although i am hesitant to post). If you find this irrelevant or find i lack knowledge of the game to suggest things you can ignore but i wanna share anyway. here i go... im just going to categorise this under 'Character Balancing'. (i fe