[quote who="pseudomelon" reply="15" id="2303817"] Quoting Enraged_Camel, reply 14I never understood why it does more damage the further away the target is. Shouldn't it be the other way around? Don't projectiles lose stopping power the further they travel? Again, balance over realism. If it dealt lots of damage at close range, it wouldn't be a snipe.[/quote] The point of the snipe ability, the thing that makes snipe snipe, is not the damage. It is the range. Which
Enraged_Camel
[quote who="SoFFacet" reply="24" id="2303701"] Quoting Enraged_Camel, reply 23A ladder system is not a rudimentary game function. Neither is clan support. New demigods and new maps allow you to experiment with new ways of outsmarting your opponents. Playing the same demigods over and over, and the same maps over and over, is not fun, unless you have a special love for repetitive gameplay. Variety increases a game's lifespan by giving people different things to try. Team a
Winning is not the only objective, or even the prime objective. For most people, the prime objective is to have fun , regardless of winning or losing. There are other objectives however, such as the actual rewards you get when you win, which contribute to how much fun you have. Because you see, rewards = fun is a psychological truism, whereas win = fun is not. I've won many games that weren't fun at all, whereas rewards always makes it worthwhile. In D
[quote who="U1tralisk" reply="15" id="2303684"]I think TB suffers from this apparent stagnation of spells more than all the other DG's, and that's what has led you to this conclusion, but I suspect the spell damage increases you are suggesting would end up unbalanced. 50% more damage late game might be ok on an ice TB, but you don't really want to get hit with a 2000 damage spit and a 1500 damage pounce do you? [/quote] You won't get hit by a 2000 dmg spit and a 1500 dmg po
[quote who="SoFFacet" reply="22" id="2303675"] Quoting Enraged_Camel, reply 20That's retarded. It's not about pretty pictures. I am not asking them to release the same maps with different textures and backgrounds and call it Katarakt or Ziggurat. New maps mean new tactics and strategies. Both of them are very important gameplay elements. The game is not only about what skills and items to choose and use during duels. Do you have any suggestions? I've thought about it quit
Favor definitely means more than win/loss ratio. You can buy things with favor. You can't do jack with your number of wins besides coming to the forums and bragging about how awesome your premade is. I realize that there are a limited number of favor items right now and some people stick with the same ones, but some like experimenting. This means they will need lots of favor. What do you think they will go for? Winning the game, or destroying as many buildings and creeps as possible t
double post
That's retarded. It's not about pretty pictures. I am not asking them to release the same maps with different textures and backgrounds and call it Katarakt or Ziggurat. New maps mean new tactics and strategies. Both of them are very important gameplay elements. The game is not only about what skills and items to choose and use during duels.
I never understood why it does more damage the further away the target is. Shouldn't it be the other way around? Don't projectiles lose stopping power the further they travel?
There were a lot of games when someone on the losing team got more favor than everyone on my team, which made me ask, "man, why did we just bust our ass to win if the losing guy received more rewards"?
[quote who="WickedBear" reply="23" id="2303640"] It would evenly spread in a sense that everyone gets what they deserve. But, I think the winning team should get a x1.5 bonus to favor earned to make winning more of an incentive. that is the craziest statement I've heard all day. When is winning not the primary 95%+ incentive of playing a game?[/quote] Right now, wins/losses are completely meaningless. There are no meta-perks for winning lots of g
You can cancel it by moving.
It would evenly spread in a sense that everyone gets what they deserve. But, I think the winning team should get a x1.5 bonus to favor earned to make winning more of an incentive.
@[TAI]Elixir: Make it so that each demigod kill, building destruction, citadel upgrade, every ~20 creep kills, etc. gives a certain amount of favor. This way, even someone who is a "jack of all trades", i.e. spreads their efforts into different categories depending on the needs of the team, gets rewarded. Don't make it so that the person with the highest creep kills gets the favor reward for that category. That just encourages non-team play.
[quote who="WickedBear" reply="17" id="2303556"] Quoting Shade, reply 16Protip:Could care less means you care. protip: this isn't 4chan. Irrelevant posts is a sign of low intelligence.[/quote] Sshh, let him have his moment of glory. Anyway right now the game is seriously suffering from lack of content. There are only 8 demigods, and most people like to play with maybe half of those. In most games you join, chances are someone will already have chosen that demig
I could care less about mod support. I want the developers to develop the content, not some retarded basement kid who thinks replacing demigod models with zombie models will be fun. Mods are overrated as hell - I don't know why some of you people are drooling over them. What the game needs: 1. More demigods 2. More maps 3. Clan support 4. Accurate statistic tracking along with a ladder system In that order.
Why is favor based on awards in the first place?
The OP is correct. Why is there no way to increase the damage done by skills? Similarly, why is there no way to mitigate the damage done by skills? Why is Sedna's pounce hitting me for 1000 regardless of my armor? Why is TB doing 1050 damage with each fireball? Here are my suggestions: The more total mana you have, the more damage/healing your skills and abilities should do. 1% increase in damage for every 100 mana beyond base mana sounds pretty reasona
[quote who="[TAI]Elixir" reply="13" id="2303302"] Quoting Enraged_Camel, reply 5I think the favor system needs to be reworked. It's somewhat ridiculous to award people based on "most" kills, "most" creeps, "most" buildings, etc. because it means that even if you do really really well, you won't get jack if other people did better than you. You will end up with very little favor despite the fact that you made a significant contribution to your team's victory. There have been ga
I love the idea. The only problem is that a design like this would encourage an over-reliance on teleport scrolls and the amulet of teleportation favor item.
[quote who="The_Silencer" reply="2" id="2302537"] For example, AFAIK, you can not interrupt Teleport Scrolls either.[/quote] Yeah you can.
It would be great if line of sight was implemented and various objects and terrain were added into maps that blocked vision (trees, boulders, hills, cliffs, etc.), and buildings were changed to block vision as well. My main gripe is that it is too difficult to ambush people in this game. In DoTA you could set up elaborate ambushes, jump from behind trees or from under a cliff and gank someone. In Demigod though, if a player is sufficiently careful, and makes good use of observation wa
I would be very surprised if any of the ideas recommended here actually became reality. Don't get me wrong, some of the posts here are very high quality (some of you should work for GPG, seriously), but in my experience, game developers very rarely (if ever) implement player ideas. Part of the reason is developer ego. If the developer is implementing a player's idea, that's pretty much them admitting they were not good enough to come up with any good ideas and so had to "borro
[quote who="U1tralisk" reply="4" id="2302452"]Then you can continue to select them the way you do now.[/quote] You mean by trying to find and then click on them in the thick of battle? Isn't the entire purpose of the UI changes you are recommending to eliminate that?
[quote who="U1tralisk" reply="2" id="2302381"]Right, but I mention Diablo 2 because, for example if had 6 skeletons, it had an image of a skeleton with the number 6 in the lower right hand corner. Nobody has more than 4 units if I am remembering correctly. As to shift an alt, yeah, its a little complicated, but a hotkey in addition to point and click would be nice. I'd settle for point and click on a unit frame.[/quote] What if I want to send one of my monks to help