[quote quoting="post"] 4) Consumables. People carry the same things over and over. Teleport Scrolls, Capture Locks, Potions. Either we need to make the current consumables and trinkets more attractive or add in some new ones to shake this up and still make other choices viable. There's been discussion about capture locks in the past. Removing them outright or seriously nerfing them with a price increase, while a radical suggestion, might open up new item slot combinations. [/quote]<
Wyatan
Well, that's an idea I've also tackled with... As to : [quote who="XaviorsFist" reply="5" id="2378479"]Say you are AA reg and a UB takes ashkandor and mageslayer. Now what do you do. You have 26k gold but you have nothing worthwhile to spend it on and just because a UB was greedy and got kills earlier means he wins?[/quote] [quote]But ultimately I think it would just hurt people whose teammates fed even more. The first person to kill 4 or 5 people gets Mageslayer, and
Well, as to your first question, the answer is all over the forums (see http://forums.demigodthegame.com/363369 for instance). As to your second question, I wouldn't try tweaking item stats until they all get balanced. I would go for a different approach to the issue : cf. http://forums.demigodthegame.com/364454 .
One issue with Demigod is the lack of randomness which leads to games with little variety : battles happen at the same spots, players buy the same items, in the same order, etc... Once the overall best strategy has been found, it's just repeated ad nauseam. So one way of breaking that trend and monotony would be to introduce randomness. First, how would that work ? At the start of a game, every random element would be initialized with a seed. First
Check your DemigodLog.txt file (found in My Games\Gas Powered Games\Demigod). It logs all lobby connections, so just search the file for "dstroyurgame".
Is SD / GPG aware of the shambler attack bug and its one-liner fix ? (cf. http://forums.demigodthegame.com/358902 )
Individual ranking for a team game does not work fine. You can have a 1v1 ranking which works fine, you can have a team ranking which works fine, but that's it. Oh, and one of the reasons why ranking, especially as implemented, cannot work here (you're supposed to play vs players of similar rank) is community size : all the games you've quoted have/had huge communities. DG's community is puny. As for the reasons for scraping the ladder, they're in the linked&
[quote who="Obscenitor" reply="30" id="2364612"] That being said, I think starting at zero instead of 1,000 would fix some of the major problems with the system. [/quote] Well, speaking from memory only, but I believe that's simply impossible : the ELO formula cannot work in that case. Anyway, as I said in others posts, just forget about ranking. It doesn't work, and cannot work. Such a system hasn't been invented yet (or, with the huge amout of $$ involved, you can bet i
Well, I've already posted my suggestions for QoT here . [quote] Tribute - make it 4 gold per shambler (now, we're talking money) or - each shambler around QoT (10m radius) takes 5% of the damage she's dealt in her stead[/quote]
In his latest journal entry , Frogboy wrote : [quote]There are people out there, particularly from certain competitive communities, that clearly have a different vision of what Demigod is or should be (i.e. a clone of some other game). As someone who plays (and gets crushed) online every day, I love Demigod. It’s a great game. It works well, it’s well balanced and I know most people feel this way too. Bu
[quote who="Nucleus Accumbens" reply="2" id="2364207"]But really, what I wanted to say was that balance is a slow and careful process that definitely takes time(...). [/quote] Although it sounds like a very sensible statement, I actually disagree. We're not talking about Chess here. DG won't last for centuries. DG will never reach a perfect balance, and striving for it is an illusion. Hey, even Chess isn't balanced : the tiny advantage White has (plays first) is enough
Just played my first online Conquest game on Crucible (actually second, but the first was a long time ago, when I was a newb), and it left me wondering... It was a 2v2 : Oak + Erebus vs Sedna (me) + UB. Game started well for my team : I held the center while UB capped flags, and I even got a few kills. Their Erebus was actually a beginner (no Bat Swarm, on Crucible ??). Then my ally started feeding the opposing team and said it was his first online game (checking his profile
The intent is good, and I'm glad you're considering getting moving in that direction. Now, as to the actual suggestion... First, forget about experience rating . I know you've spend a lot of work on it, but the sad truth is it's a complete failure. I hear you've based the rating system on the chess ELO rating, well chess and DG are two totally different beasts. One is a 1v1 game with slow progression, the other is a team game with fast progression (you can
Two more today (that's a 50% desynch rate...), twice at the end of a won game, twice desynch reported from the same player (on the winning side, so hardly an indication of foul play). In both cases, game isn't recorded in stats. info: CVP_GameData: szGameName: (FR) EU 3v3 no noobs no premades szHostPlayerName: Wyatan szHostIPAddress: 90.52.141.11 &
Smooth game. It did look like a rage quit, and the player in question shows about 30% disconnects. Oh, and the game doesn't show in stats.
OK, a new one, this time depriving ShakeNBlade from a probable victory vs his hated erebus + UB combo... Just as Tsl_Bug on our team got killed for the second time, we got the poll window (rage-quit by pulling the plug ?), and that resulted in a desynch, although turns out he was not the source of it (both Cynical and Dany report a desynch, but with the same checksum. And this log differs from the others, no ejection of players one by one). Since he has a high deconnection ratio,
In the fix-served-on-a-plate category, I believe you should add a reference to this : http://forums.demigodthegame.com/358902 (shambler attack issue). Keep up the good work ! :)
[quote who="noother10" reply="6" id="2347768"]I don't really like the idea of buffing the shield further (...). The shield goes around the DG and blocks incoming attacks, (...) and the attacks don't even reach the armour, so why should it mitigate it. [/quote] That's a valid objection from the point of view of in-game "realism" but since it's a game and not very "realistic" to start with, sometimes "realism" has to be forgotten for the benefit of balance. The issue with
OK, here's my take... First, fix bugs : - QoT AA targetting - Shamblers AA range (cf. http://forums.demigodthegame.com/358902 , very easy fix) Skills : Open / Close - Lower animation time - Closed form bonus : +100 armor, +10% armor, +10 HP / sec - Opened form bonus : AoE attack, +50% mana reg
Honestly, I'm amazed that some people are still trying to rationalize against the obvious. It is a bug, and has even been officially classified as such. Even if it were not, it'd then be a design bug (aka "brain fart"). Come on guys, "Hey, let's make it so that when TB is in fire form and clicks on a moving target he'll just stand there doing nothing, with no feedback to the player - that should balance him nicely !" Hello ??
Ok, this log might be interesting... From the start, the game seemed a lost cause : their reg was good, ours was hopeless (kept sniping short range, so obviously oom when a snipe would have meant a kill, no mines, turned heels as soon as we had numeric superiority in a fight, etc...). Our towers were down, one of our portals was locked, they were leading 10-8 warrank... but then we managed an amazing comeback. We captured one of their portals, I scored a few kills, we regained map con
[quote]Whichever team gets a portal lock first almost always wins. Whether that takes 1 try or 20, once they have that flag, the other team is basically screwed. [/quote] Nope. One or two waves aren't gonna make any real difference. Whichever team first gets a lock and successfully prevents the other team from getting a lock for a few minutes afterwards wins. While on Cataract accomplishing the first obje
There's a known bug with CoF whereby if you cast a second CoF while the first is still burning (possible with CD flag + staff of renewal), both end when the first ends (meaning the second will be very short-lived). I believe that's what you experienced.
[quote who="lifekatana" reply="26" id="2344108"] Give me an example of an build that stands up to UB that does not belong to the three or lategameoak. [/quote] This [e digicons]O:)[/e]
I don't think it's a flag lock issue, but more a Cataract issue : Portals are far too easy to get to. Adding towers at the lanes' entrance would probably slow the game's pace too much, so it's beyond that point that towers should be added. Maybe a couple archer towers behind the gold / CD flag light towers, and another couple near the portal's gold mine ? Wouldn't slow the game too much (archer towers fall fast), but would help prevent the "rush through towers and cap flag" ta