I like your ideas.
PossiblyImpossible
I have the same issue. I've played one game so far with other people; I hosted it and a few people joined. Since then, every game I've tried to join has hung on "Trying to connect..." The game I was able to play with other people was terribly laggy, however. I don't think it was just my connection - it's been fine recently and doesn't give me significant lag with other games I play (i.e. Warhammer Online).
Change how they work, or raise the cooldown and limit the number you can carry. This game is about pushing, defending, and applying pressure. Your goal is to try to push your creep waves past theirs, and pressure opponents into defending their towers and getting them out of their lane so you can destroy their towers. You do this either by killing them, or weakening them to the point where they have to go back to heal. As it stands, it's too easy (especially e
I played a few games today, one on each gameplay speed setting. Here's what I found: Fast: Ridiculously fast. It's like watching everything in fast forward. There's no reason you would ever want to play in fast, it's insane. Normal: This feels like what 'fast' speed ought to be. Stuff doesn't happen super fast, but it does tend to happen too quickly for you to think about it or do a whole lot about it. Slow: This feels about right
I can't speak for most of those games, but I imagine AoE2 isn't in there mainly because AoE3 is (or has been, not sure if it still is). As for DoW, I was under the impression it had a fairly strong playerbase (at least as much so as AoE3). The gameplay design, however, doesn't promote micromanagement or fast-thinking. That was my experience with the game. Playerbase does play a role, I'm sure. But you wouldn't see a game at WCG (or anything like it) if it were
I imagine so, just figured I'd post about it to be sure. :)
These are tiny things, but I figured I'd give some feedback anyway: 1) I should be able to use "Tab" to switch between the Username and Password boxes. It's a hassle (however small) to have to click. 2) The password should show up as asterisks when you type it in ("******"). It's not a huge deal, but I would prefer not to feel like I could potentially give away my password if somebody happened to be looking over my shoulder as I'm typi
Perhaps simply restricting Oak to a certain area near where he died when he is briefly resurrected in his Frenzy state would be enough to fix this. Although I agree he shouldn't do much (or any) damage to buildings. Maybe he is simply in "Spirit" form so he can only damage living beings for the duration of his "Frenzy"?
[quote who="DatonKallandor" reply="2" id="1984320"]Simply giving the Generals a higher hireable max might be enough to make them more unique - of course with an accompanying nerf to the actual General. Having 8 of each type of hireable, or even more might help with that.[/quote] On the contrary, I'd rather see Generals be able to have fewer summons, but ones which are in fact much, much stronger than regular creeps. This way Generals are all about using your stron
Hm, I'll check that out. If that's the case, then most of my post may be disregarded, but it should definitely say what the hotkey for a particular skill is in the tooltip.
See title. This is implemented in many RTS games, and would work well in this game as well. Often I'd like to be able to see which creeps, minions, or heroes have the lowest health without having to hover my cursor directly over their silhouette, but I can't. I ought to be able to press alt and see the health bars of all the units nearby (friend and foe alike) and then pick and choose my targets accordingly. As a side note, I really think all units in
I completely agree. We really need to be able to have a better idea of what the other Demigods are doing so that we can react accordingly. As it is, it's sometimes hard enough just to pick a Demigod out of a group (unless it's Regulus when he has his glowing wings or the Rook because he's huge).
I'm not sure whether or not the skills you get with your character have specific hotkeys. If they don't, they really ought to. I imagine, however, that they must have hotkeys. It would be a rather large oversight if they simply did not. The reason I don't know for sure is because the tooltips for the skills don't list what the hotkeys for the skill is. This should be changed. Each skill should have an intuitive hotkey associated with it. For instanc
Read title. I'd love it if you could click on a part of the minimap to move your view to that location. That way you wouldn't have to zoom out and drag the mouse to the location and then zoom back in.
No. I'm claiming Ensemble Studios doesn't have the kind of money to back up its development endeavours that a company like Blizzard does (GPG doesn't either, obviously). Microsoft backed ES, yes, but they were only willing to spend a certain amount of money on ES. That's why ES is being shut down - they don't feel like funding them anymore (even though the Age series was quite successful in its own right). My point is that if a game like AoE3 c
[quote who="lifekatana" reply="18" id="1984292"]Supcom is not as competitive because it doesn't have a big fanbase: because GPG doesn't have enough money to advertise it enough(or THQ). GPG unlike Blizzard isn't a bigname developer. There are some design flawes in Supcom, but you have to remeber SC had these too. Supcom has alot more potential to become a deeper game, but it doesn't get updated coz they don't get money from it(while Blizzard does; SC II and pres
While I don't necessarily agree with all of your points, I definitely agree in that the game needs to reward skilled play and create a larger gap between average players and great players. If it does not manage to do this, the game will quickly become boring because there will be little incentive for players to work hard in order to improve.
Micro and reflexes are two completely different things. You obviously don't understand competitive RTS play if you think micro is about reflexes and strategy is all that matters.
[quote who="DatonKallandor" reply="12" id="1984011"]Guess which game is more interesting? Yeah, SupCom. Competitive does not equal quality or popular.[/quote] Interesting is subjective. Popular, however, is not. Starcraft is FAR more popular than SupCom (and is much older). Also, on the contrary, competitive does equal popularity, at least in terms of online play. There are a lot of strategy games that are very popular amongst the single player cro
[quote who="DatonKallandor" reply="6" id="1983975"] Quoting ManBitesDog, reply 4I think I figured out the problem. It's the minions not the spawns. I think The Oak in particular. This is kind of true - the minions, both unique and bought, blend into the fight due to their player-colourage. Simply marking them somehow (a ring not unlike the Demigod marker) would help a lot.[/quote] Agreed. Player owned units need to more clearly belong to cert
Yes, Daton, maybe that's true. But guess which game is more competitive and popular: SupCom or Starcraft? I hope the answer is obvious to you.
[quote quoting="post"] So far the game looks great and looks like a lot of very nice features will come. I enjoy the overall design. One thing I dislike is the demigod visibility. This game has a lot of visual clutter. Units and demigods are rather small in comparison to Warcraft 3 models. I find losing a demigod in the visual clutter can be quite easy (some obviously more so than others.) This is a major problem for gene
[quote who="DatonKallandor" reply="3" id="1983633"]Zoom in further. If you can't tell your grunts apart from enemy grunts you're not looking hard enough. They have radically different textures.[/quote] Honestly everything is s damn tiny at the level of zoom I find I need to play at in order to see an adequate amount of the field that I can understand his problem. I'd really like things to be reproportioned, but I know it's too late for that, and t
[quote who="TheBigOne" reply="5" id="1983457"]Last stand is a cool idea, but I think there need to be 2 changes: 1) Oak does no or very low damage to buildings (I managed to do reduce citadel to about 30% hp while being in last stand (with a few seconds alive before) in the late game. Now Imagine a team with 2 or 3 oaks, they will just destroy your citadel without being able to do anything against it. 2) he shouldn't be able to capture flags in this mode.[/quote] <p
I don't know about turning them into video files, but you should definitely be able to save replays of matches. That way players will be able to watch replays of expert players fighting and learn from them.