More Demigods, more (and more interesting) items, and more dynamic, interesting maps with strategic elements and functions (like elevation, hiding places, interesting uses of fog of war, etc). Those are the three main things I think of at least in terms of gameplay.
PossiblyImpossible
A promising start.
[quote who="TheBigOne" reply="3" id="2129087"] That one is a pretty bad one though. One of the major reasons Starcraft is so much more fun to watch and play than Warcraft is that the underdog has a chance to win - not by means of luck per se but with using cheesy builds and pulling off 1 really good move while in Warcraft the better player wins almost always.[/quote] A player winning the way you described would make them the "better player" in that particular match, which i
[quote who="JayG" reply="19" id="2129022"]i'm going to guess 90. boils down to how much people like single player. dawn of war 2 got 85 and the demigod BETA is better than dawn of war 2. (cries)[/quote] Guess which game has more popular support and financial backing? (yes, unfortunately that matters when it comes to reviews) I think 90 is way too optimistic.
[quote who="HellSloth" reply="1" id="2129065"] Quoting PossiblyImpossible, reply 24Some basic guidelines for an "e-sport" or competitive game: 1) easy to learn, extremely difficult to ever completely master 2) simple in concept, complex in details 3) fun no matter how skilled you are 4) easy to tell what's going on when watching 5) lots of structure / support for competition (ranking, statistics tracking, tournaments, matchmaking ser
Right in between the Stardock avg. and the GPG avg: 80ish. Bingo!
Would be really cool if they eventually built periodic tournaments into the online client like it is with Warcraft 3 on Battle.net.
~80 If significant improvements are made for the release version somewhere around 85 won't surprise me though.
- Allow people to sign up for the Beta and invite a randomly selected percentage of applicants. Preorders should be let in later on in the testing process, when balance and bug fixes, not concept / gameplay are the biggest issues to be discussed and worked on. Having a pre-order only Beta ensured that the group of testers was fairly small and also generally biased. There are positives and negatives to a pre-order beta as well as an invite-Beta, but I feel that the positives
[quote who="Morberis" reply="20" id="2127559"]Eww, no. fidgit.com www.rockpapershotgun.com[/quote] He asked "where do people go to get hype." Regardless of your opinion of Gamespot and IGN, those are the two most popular places. PennyArcade webcomic also generates a significant amount of hype - if they mention a game, it's a good bet it's doing well (unless they hate on it, and even then...bad press is better than n
Here, I'll post an overview and average of the reviews posted so far. I've tried to make an estimate of the reviewer's score when one wasn't given. I've also calculated, Rottentomatoes-style, a percentage of reviews that are positive. Given the nature of the reviews given by the testers - and also considering the way video-game critics tend to do it - I'll count 7.5 or higher as a positive review
Rook, TB (Ice), Regulus. These are the "big three" and as I have discussed previously, given equal teams, whichever team has more of these Demigods will win. I think the Rook is probably the most problematic currently, but Ice TB is a close second. These three would be pretty easily dealt with given only a couple key changes: 1) cap snares - Regulus really abuses snare stacking; once you get close to him you simply can't run away at
[quote who="Frogboy" reply="7" id="2126993"] But in an age with only 1 paper-based PC gaming publication in the US, a good question is, where do people now go to "get hyped"?[/quote] www.gamespot.com, www.pc.ign.com
The fact that it is closely linked (conceptually) with DotA will provide enough word-of-mouth interest in the game. The rest will be determined by how good the reviews are for the game, from critics and players alike. If the game gets a lot of good reactions, it will do well enough. If not, then it won't.
[quote who="Micah" reply="14" id="2126731"]Unfortunately, the AI can be that stupid sometimes, and brand new players can be just as bad.[/quote] Exactly, this isn't proof of skill. Very amusing comment by the noobs, though.
[quote who="DroopyTheDog" reply="4" id="2125449"] Quoting Gabberkooij, reply 15 Quoting _Mercury_, reply 14 To call the game "great", I require more strategic depth and better maps - more reactive, more open, more three dimensional. Ok, so now we want to create Demigod in the Unreal 3 engine? You know intelligent use of the Z axis has been pretty commonplace in RTS for a long time now? Even starcraft had arbitrary height levels back
That'd be a short game, haha. I was actually thinking of something similar only with a platform in the middle with an exp flag and no towers and a narrow bridge from each of the four directions going into the middle.
Too early / players don't have enough experience with the game to come to this extreme of a conclusion.
Yeah, you'll never be able to do that in a ranked game. Ranked games will involve non-AI and won't let you change the starting options.
[quote who="Gabberkooij" reply="17" id="2123886"]Maybe there is a way to increase the experience, damage and gold, rather than replacing a player by AI[/quote] Yes, I would prefer something along these lines. Though probably more like just a gold / experience handicap, not damage or actual Demigod stats.
I don't think so. Casuals will usually have already moved on to another game by the time an expansion comes out. They're much less likely to go out and buy them, especially after the first expansion. Plus, once a game has released an expansion it's much more difficult to get anybody with only "casual" interest in the game to buy it because they're likely to feel like it's a larger investment (need to buy original + expansion[s]). In any case, I'm not r
Frost Nova is 3 seconds at highest level. I agree about rebound items being a lazy / bad / inadequate fix.
I agree, but I also think stuns shouldn't be any longer than 2 seconds, and excessive stackable snares are an issue that needs to be addressed as well.
[quote who="Sevenix" reply="12" id="2123279"]Most FPS use some sort of brushes as bases in their maps which are then modified, this makes for a "Lego" approach to mapping. In Demigod the whole levels themselves are created in 3DStudioand as such it increases the skill level for map making to be quite much higher. Mods are easier. Demigod still retains the mod function from SupCom, its just not available ingame so custom textures/items and even demigods should be fairly s
[quote who="DatonKallandor" reply="4" id="2123453"] Unless you have a subscription or other time-delayed model of income for your game, the "hardcore" are irrelevant to actual success. It looks good (to the small subset that even sees it) to have a few thousand people playing after a year, but when it comes to the money, it doesn't actually matter.[/quote] Well, in one sense, you're wrong, because the "hardcore" players who stick with the game will buy