Just to remind everyone, the question still is: Is Fire mode Torch Bearer inability to attack while moving a bug or a feature? If it's a bug, what's the planned time frame for it's fix? If it's a feature - you're insane!!! Get ready for the shit to hit the fan. :D
GtfoSD
It would simply lead to buddies either not joining those games or not playing DG at all. Shuffling teams is not a solution! Besides it's not different at all from current Pantheon except for allowing Dark and Light side to mix. Why not just ditch the concept of Light and Dark in Pantheon, ditch Scirmish and just have one random matched (and random team assigned) ladder. Provide all the in-game and out of game support for stopping abuses of this ladder. I thin
I've noticed a pretty weird behaivor on the ladders - many people that are close to 50% wins have horribly low experience (elo rank), sometimes even as low as the rock botom 100 exp. Basically the more games you play, the more your experience sinks if you're around 50% or less wins. This is definitely wrong. Anyone who is staying close to 50% wins should at least have close to 1000 experience. Additionally, it seems that the loss of points is usually much greater tha
I have the Wii version and it's just right - they nailed both the controls and the gfx. It's not just a cheap spinoff. Anno games are definitely worth getting!
And bug fixes, how is that less excusable?
[quote]***EDIT: a critical part to the success of the random teams implementation is the ability to view stats in-game before the game starts. I'm glad to see that Frogboy said they would be working this in.[/quote] Bingo! And means to communicate and invite friends. Just these two, even without randomized teams, would be a big improvement.
So what is the difference between that and Pantheon, assuming Pantheon starts working properly at some point?
Just to remind you of something ZehDon, from ImpulseDriven developer: [quote] Community Features. Impulse Reactor includes the Impulse Overlay which provides a standardized way for users to find friends, chat online, check out rankings and more. However, developers can easily make use of these features as well since (to stress this: Impulse Reactor is server based, not client based). This means a developer could, for instance, create their own IRC c
No it won't
[quote]The reworked friends system for Impulse is already well underway. I believe Frogboy created a journal entry for this exact topic.[/quote] So how about an update on this. Maybe even partial introduction of the new system. Step 1 - fix whats broken. Step 2 - introduce new features. That's on SD's part. On GPG's part, BUG FIXES!!! Fast!
[quote]And? Now what? [/quote] A functional friends system would be a good start. And integrated chat that will provide a place for people to be in pre-game. Maybe put a little bit of effort into making these two 100% functional quickly and promote them by community activity. IMHO things would vastly improve if we would be able to make games within certain groups. This + better ranking + ability to see ranking ingame would help a lot avoid the pub stomps that
[quote who="Frogboy" reply="16" id="2307880"] Yes, hopefully not here.[/quote] The attitude keeps on going, you fail to understand that these people that are most vocal are also the ones that love the game most. Alienating competative players is the downfall of any multiplayer game. The truth hurts, no... How about you fix the impulse messaging system first and foremost, so we have means of communication. That one _IS_ your part of the deal, no? O
It seems only achievements that are, well, achieved in a single game count.
Uh, I was under impression that you can't use Lock on already locked flags. I was kinda sure that if a teammate locked a flag it wouldn't allow me to use Lock on it so I kind of defaulted my understanding of maxxy's post to what I described (locks used on different flags). I understood that just as you have to wait for first CoF to end, that the same goes for Locks. I implied that if you don't, both would expire at the same time (both Locks just as both CoF do)...
And the original post was regarding Circle of Flame which I have verified as bugged. Sue me for trusting people (and I didn't "hear" about locks, it was posted in this thread)...
I think the valor flag always happens the first time it's lost and taken again. Regardless, these are pretty obvious bugs that could be easily acknowledged as being worked on and time frame given (ex. 1.2 patch, 1.11 patch, etc...). That would be the professional thing to do - track bugs, evaluate, assign to people, set deadline, plan rollout.
Ah ok, then it only happens when you reduce the cooldown. So basically they should not allow cooldowns like Locks to be reduced in order to avoid same demigod locking 2 flags if that is the goal. Regarding CoF - it should expire the first one immediately upon casting the second one if they want to avoid having 2 CoF in play by the same DG. The second one duration should not be affected. Or just put them on separate timers and allow them to be stacked (it's not like
There is nothing stopping you from doing what you describe. In fact, I have been doing that quite few times, teleport to flag just as it's lock is about to expire, lock again as soon as it does. Besides you can't lock an already locked flag, the first one has to expire anyway. I don't think you understood the bug. This is how it works: Lock timer is 45 seconds Lock cooldown is (i think) 30 seconds Lock fl
[quote who="woppin" reply="21" id="2304161"] Quoting Misfortune, reply 20Wander if they even have bug managmenent procedures. See Kestrel's thread from yesterday. They do.[/quote] That post only confirms that Stardock has bug reporting procedures. It does not confirm that GPG has a bug tracking system into place. One would think that with solid bug tracking system, they wouldn't let simple Lua bugs slide forever. The fact that they have let bugs like valo
Don't, just bump this one.
Good thing we have knowledgable people discussing. [e digicons]:|[/e] While it's true that Deep Freeze is an interrupt, it's not a snare. It increases cooldowns as a secondary effect and removes (consumes) the snare if used. The snare is Frost Nova, 0.9s cast. Just as intteruptable as Fireball or Circle of Fire and on a much longer cooldown. Interrupting it prevents stun, snare and reduces damage. So everything that's been said about interrupts
Wander if they even have bug managmenent procedures.
http://pantheon.demigodthegame.com/game/732917/player/35733/ Though, truth be told, you dropped at about half into the game at a time when you and Antiock had an upper hand. It's still pretty irrelevant to the point - you don't know me :) Anyway I don't find e-peen contests particularly interesting so lets drop it already...
We know what the problem is. What we don't know is whether they plan a fix or not. I don't think they have acknowledged any of the well known bugs.
[quote]but ur bad[/quote] Ehm, ok :D Though I only remember playing against you once, in a game where you dropped after 5 minutes.