I agree. While it's a cool idea, and definitely fun if you're the one playing Oak, I don't think a player should be rewarded for dying. I found myself playing Oak and thinking "hm, this would be a good time to suicide..." You want to encourage players to stay alive and kill the opponents. This skill does just the opposite - encourages players to die and discourages their opponents from killing them.
PossiblyImpossible
I agree with you - Demigod should encourage team play. Although, I would point out that DotA to a very large extent encourages team play. Unless one player gets ridiculously powerful compared to everybody else, you have to work together to beat enemy heroes. I agree that perhaps the idea of "last hitting" and "ganking creep kills" seems a little bit silly, especially in a team focused game. On the other hand, I do think they need to incorporate element
I agree with you - Demigod should encourage team play. Although, I would point out that DotA to a very large extent encourages team play. Unless one player gets ridiculously powerful compared to everybody else, you have to work together to beat enemy heroes. I agree that perhaps the idea of "last hitting" and "ganking creep kills" seems a little bit silly, especially in a team focused game. On the other hand, I do think they need to incorporate element
You make a good point - we haven't seen everything yet. On the other hand, I think the basics are clearly there, and the fact that everything is so small, fast paced, and in some cases automated (racking up gold without even thinking about it) really points to a glaring problem. I am not so sure that extra features (more demigods / maps etc) will make up for those issues. Extra features will just introduce more choices into gameplay that will necessi
[quote who="Nights Edge" reply="19" id="1870983"]Ok, having read the dev diaries, the devs do want this to be a competition game, whoops.[/quote] Yes, they have stated numerous times that they want it to be a "tournament staple.' This will not be the case unless some changes are made to incorporate practicable skills as well as simple experience / knowledge based habits and strategies. DotA has not become so competitiv
[quote who="innociv" reply="5" id="1869693"] Quoting PossiblyImpossible, reply 3I think the passive skills would be more important if Demigods weren't so strong to begin with. You mean instead it should be impossible for a lvl 10 to fight someone level 14, and if a level 10 encounters a lvl 14 he should simply run away even if the level10 person is more skilled?[/quote] I mean improving the base stats of your hero seems pretty pointless when your auto attack a
I think the passive skills would be more important if Demigods weren't so strong to begin with.
I never said anything about reducing macro. Macro is great, too. But removing twitch gameplay (basically removing skills you have to practice, that aren't just knowledge based) removes micro, and you can't have a competitive RTS without that element of gameplay.
Absolutely, scoreboard makes complete sense. Everybody should know who is dominating. [e digicons]:grin:[/e]
[quote who="SquidLord" reply="8" id="1868380"] Quoting xthetenth, reply 7 I hope so too. I don't have the reflexes for the other. I think I'm going to add a new bullet point: Demigod is not DotA. Chess has no micro. Not that Chess with micro hasn't been done, but Archon never was as compeditive as Chess is, even without the several hundred years of devoted analysis applied to it. (Seriously, I keep seeing all the
I've come across this argument many times before - "twitch and micro have nothing to do with thinking or real skill, it's just reaction." It's simply not true. A game can still involve many intelligent, tactical aspects and yet have great depth in terms of skills that you have to practice. The problem with trying to make a game entirely based around 'tactics,' 'maneuvers,' and 'strategies' is that anybody who just plays the game long enough can learn to do c
[quote who="Heavenfall" reply="1" id="1863643"] I agree with this, and this is all for the better. Demigod should be DotA inspired, but NOT make the same mistakes. [/quote] yea, except here's the problem: DotA didn't make many mistakes. It is a tried and true game / scenario / mod that is both fun as well as competitive. GPG is far more likely to make lots of mistakes by moving away from DotA style mechani
The fact is if the developers want to make this a competitive game they have to put aside desires to make the game feel super "epic" and "exciting" by making the creeps small, varied, and highly detailed and thus giving you the sense of there being massive armies colliding. If a game is to be truly competitive, then it has to have function and design over aesthetics. Making this game "less twitch oriented," thus moving it away from DotA, is not going to make it mo
Mouse scroll is absolutely necessary.
This post is full of win, I totally agree with all that you said. This game has the basic structure of DotA down, but is missing many, many of the smaller details that make DotA so challenging, fun, and competitive.
It's not even that important to me how cool or impressive any of the buildings, units, or heroes looks - they just have to be easily distinguished from one another. It shouldn't be legimitately difficult just to target an enemy hero because they blend in with the riff-raff so much. Generally speaking I just feel like the game is a bit too busy and not well enough defined. Once the armies have been upgraded there are so many different units flying around and
One thing that should definitely change, and would be an easy change, would be to have the glowing circle that is underneath your hero's feet be under all heroes' feet. That way they stand out a lot more even if they are small. That won't solve the issue, but it will make it a bit better.
Oh, okay. I'll try that.
Yea, but the problem is this ISN'T Supreme Commander either. And if they want a game like this to really be competitive, micro has to be a large factor in the gameplay. Simply put, micro can't play a large role if the units aren't more distinctive. Colors as well as size are also an issue. I found that it was sometimes difficult to tell the difference between my own units and the enemy units. If this game s
The zoom is a really nice feature, but it is a problem because the camera angle is wayyy too low when you zoom in. Players need to be able to be looking over the battlefied (isometric view) at all times, no matter how far out or close in they are zoomed.
So far playing this game (and it has run fairly well on my machine) the groundwork definitely seems to be in place for a great game. All the staples of DotA are there, and I'm sure we will see how this game has improved upon that foundation as the Beta progresses. However, my biggest concern even immediately upon starting to play was that everything seems far too small. One of the biggest strenghts of DotA is that everything is large and unit profiles are ea
That didn't work for me. Says "Bad Host Name"
So, does somebody want to setup an IRC channel for Demigod Beta related chat? Would be very helpful for setting up Hamachi games.
Yea, I'm interested to see what Runic Games comes up with. I'm hoping if and when they do a Beta that they will show some kind of preference towards Mythos testers. It'd be a shame if all of us who spent so much time testing that game couldn't get into their next beta. [e digicons];P[/e]