Armor system has not changed since the time of the "auto-attack rules all" complaints, yet now suddenly Armor beats it. The reason it wasn't found before is it simply wasn't tried , yet obviously: "nerf auto-attack buffing items". Try not to pull the same mistake yet again - try some other builds and itemization before lobbying for a change.
DatonKallandor
[quote who="Einlanzerous" reply="24" id="2055092"]This new Steamworks bullshit is pretty f'ed up. I wouldnt' care if it was for random crappy games, or even for Valve games, which I've already considered lost to me. But games from other companies, which shouldn't be lost to me, should not require that random service.[/quote] Do you also becry Xbox Live? What about Quazal? Gamespy? Battle.net? They're all online services that provide a unified profile across several different games - S
[quote who="Ke5trel" reply="12" id="2044823"]50% mitigation is achievable in multiplayer games, and it means any DG who has specced normal damage rather than nuke spells is at a disadvantage, imo.[/quote] See, I distinctly remember people complaining that itemizing for auto-attack normal damage was overpowered and made spells useless. So here we are, complaining that spells are great and auto-attack spec doesn't beat everything. Funny world.
[quote]If enemies can't see your mana bar, it almost caters to those with less skill by protecting them in that enemy heroes won't know to jump on said noob. If the mana bar is shown to all, it makes it much more important to manage mana, which would be beneficial to serious players I would think.[/quote] No, showing mana count caters to players with less skill by removing the player component in getting the enemies mana count - aka pay attent
Steam's UI has a minimalist quality that is Googleesque. That, and the Steam Overlay are the reasons it's simply a better product.
If you include non-isometric Turn Based RPG's, the Might and Magic series is fantastic. I recommend starting with World of Xeen (combined install of M&M 4 and 5 leads to an actual blend of both games) - then progressing backwards to #3 and before.
Fantasy Wars is basically a graphical update of Fantasy General - loosing a minimal amount of actual gameplay nuances, keeping the defining ones and, sadly, put it in a much less interesting setting (however, arguably prettier than Sprite-based Fantasy General). If you liked Fantasy General (best fantasy TBS of all time) you'll most likely like Fantasy Wars.
[quote who="Ke5trel" reply="13" id="2048104"] Sometimes things can't be worked out. Sometimes there are considerations that take precedence over "what would be totally awesome!" like budget, competition, and being able to go home and eat dinner with your family once in a while. Occasionally when that happens you are lucky enought to get something back saying "listen - we couldn't incorporate this into the release version but we are paying attention and will certainly be
And from the moment we did, we told them how to make it better - it was ignored.
You should get a bajillion karma and a mention in the credits for this OP, Random. It goes without saying that what you described should be implemented. It's incredibly disappointing that it won't happen - and is the second time a Stardock products beta fails to deliver on concerns that were present since the beginning of said beta (that I have seen).
The dump seems to happen if you watch the TEC constructor unfold - I managed to circumvent it (and successfully deploy an astroid belt Starbase) by simply zooming out and not watching the system the constructor builds in.
Denryu, while not MMO, Angels Fall First Planetstorm (the UT3 game of the AFF universe) does have fleet battles with individual players crewing ships and manning turrets/helms/fighters.
Turn Based Strategy games with multiplayer and how they resolve combat: Master of Orion (2?): Enforced Autoresolve global setting (instant behind the scenes dice throwing) or Turn based tactical combat global setting. Both worked in multiplayer, the turn based one had the usual issues that system has. Sword of the Stars: time-limited real time combat, with optional (per case) autoresolve. This is the model to follow if you want non-turn based multiplayer combat. It get's aroun
[quote who="Sparika" reply="17" id="2036532"] I'm playing Beta ... nothing new. It use some mechanism of company of heroes (grenade, MG, wall, choose between 3 way of special power), player have a teleporter in wich they can buy units, units can hide inside building or behind wall. Player have to capture energy and command point (like DOW1), player have to capture special flag to win the game (as WiC). Not a bad game, but nothing new in the RTS category.[/quote] No game has yet c
[quote who="redrevolution129" reply="12" id="2033962"]never forget Advance Wars for the GBA and DS[/quote] That's not an RPG. It's TBS (and a blatant Battle Isle ripoff to boot).
[quote who="Sparika" reply="15" id="2031140"] DG is not a RTS game or a RPG game, depending on wich assassin or general you choose, but a strategy game with roleplaying aspect. I think that dev have to work a little more to explain what their are creating. (I could be wrong) But a lot of player could be disapointed as they will not playing a classical RTS like DOW 2 (nice game but nothing new, only the 40k universe woth it. I'm playing "beta").[/quote] Then they need to make that
[quote who="Nights Edge" reply="10" id="2029353"]"You can outfit Generals with combat items, and not take any minion skills, and you'll be able to perform just as well as any Assassin. That's not how Generals should work." Why not? You can build a general to play like an assassin instead, so what? If they can't afford minions because they're buying other items, then a balance is still possible. Although maybe we should allow assassins to buy totems if they want though.[/
You can outfit Generals with combat items, and not take any minion skills, and you'll be able to perform just as well as any Assassin. That's not how Generals should work.
It's still a bug either way. Either the units are supposed to spawn and the citadel upgrades only increase the amount of that particular minion (as the tooltip of the upgrade states), or the sound cue is misplaced. For example, "Giants have entered the Battle!" is player one War Rank before you can buy the Giant Citadel Upgrade.
Keeping the Citadels with a Gold cost is the problem - they need to cost a certain amount of War Point, which are gained in a trickle, as the War Rank rises, and for actions that net little gold, but are beneficial to the overall effort of the team (killing towers, capturing flags, etc.). That rewards Demigods sieging enemy lines, which in the current system simply fall behind - making creep/demigod fights the only way to actually win, despite being counterintuitive.
He can't take down fortifications early game - he can outrange them, due to his sniper nature.
The X-series games are also massively improved by the fluff associated with it - but unless you know german, you won't be able to read it.
The X series has been Mouse friendly (and player friendly) since X2. However, Terran Conflict adds a second control option (and makes it the default) that is lifted whole from Freelancer (ship orientation strives toward crosshair, fire is directed to the crosshair). So really, if you could play Freelancer without a joystick, then you can play TC without one - and if you're inventive you can easily configure the controls to work like Privateer 2 (to get the best of both control schemes).
As far as I know there is no Gathering Storm demo - the only demo out currently is original relatively unpatched Starshatter.
As far as I know there is no Gathering Storm demo - the only demo out currently is original relatively unpatched Starshatter.