Overhauled Suggestion Thread

A little of everything, but nothing too major!

Noticed a lot of good ideas. I'll start a thread here which includes my own ideas along with a multitude of others I agree with, and try to summarize everything (that I think, in my own opinion) can help to do nothing but improve Demigod. Just got done playing with a friend for 8+ hours to find I have work in an hour. Let's get down to it. :F Oh, a lot of these are dota-inspired, so incoming...

 

I can't stress enough on how little I have been playing this game. So if I'm ignorant and didn't notice a feature I just suggested, let me know so I can remove it! ._.

 

Interface

 

1. Toggle Demigod Healthbars always on

Terminology didn't really snap to me right away. Basically, an option where we don't have to hold down the key to show health bars to see them. :/

 

2. Friendly Demigod Portraits/UI displaying health

This would help oh so much, and make it much easier to keep track of allies and their health.

 

3. Friendly Demigod HP in Minimap

This would help as well, being able to see an allies' HP, thus helping you to choose a course of action.

 

4. Ability to select Demigods, or see their mana

 

5. Wider Demigod clickable frame

Not sure how to describe this, but sometimes the smaller demigods are a little hard to click when they're cluttered with a bunch of soldiers. It'd be nice to be able to target them a little more easily...

 

6. Interactive Mini-map

Complete with the ability to click a part of the map to instantly move your screen towards it, and the ability to right click anywhere on the mini-map to command your demigod to automatically walk to it.

 

Controls

 

1. Stop function or escape movement-path/cast function

Because walking in one direction shouldn't require you to go into another briefly to come to a stop.

 

2. Attack ground

So you don't have to initiate attack on everything, and allow your demigod to walk to a certain part of the map and not only auto-attack all incoming creeps, but push as well, while you briefly allow yourself to diverge your attention elsewhere.

 

Graphics

 

1. Make Demigods stand out more

They get cluttered into a mess of creeps very easily when the game gets into the meat of it all, making it very difficult to pick them out from the crowd. Something should be added to each demigod graphically, whether it be some kind of glow, or an aura representing their faction, or what have you.

 

2. Scenery

This is the only suggestion pushing it a bit, in my opinion, but the maps for Demigod are very dull. While the background, the characters, and all of the NPC's are beautifully done, theres not much else to look at but an endless void, and a brick road that swirls in random directions. Some new scenery/themes to the upcoming maps wouldn't hurt. For example, a forest with trees, or a mountainous field, or even a volcano with lava pools. Not only that, but actual things on the ground. Like rocks, grass, trees, bushes, debree, bodies, skeletons, dirt, earth, etc. Something to stare at inbetween each fight that isn't made of bricks. =)

 

3.Bigger, more visible health bars

(Not the ones that show up in the corner when hovering over a demigod._

 

Gameplay

 

I haven't really played enough to judge this yet, buuut.

 

1. Faster losses

Losses need to be faster. They're painstakingly slow and supplement the losing side with a lot of chances to come back. The game goes back and forth and can last for hours if the gap of skill/in-game progression between either side isn't extremely significant. I guess there are a few ways to do this so far:

 

- Slower building regeneration

- Increasingly longer respawn times, especially when killed multiple times within a very short amount of time in base.

- Re-arrangement of maps so that regeneration crystals are much farther from citadels in conquest games and in general from the front of the base.

 

Multiplayer

 

1. Filters

 

2. Option to limit one demigod per team.

 

3. Arranged teams for Pantheon!

Coming soon...

 

4. RANDOM DEMIGOD OPTION

!

 

5. Friends/Ignore system

 

I'll edit it when I find/come up with more.

872 views 3 replies
Reply #1 Top

2. Attack ground

So you don't have to initiate attack on everything, and allow your demigod to walk to a certain part of the map and not only auto-attack all incoming creeps, but push as well, while you briefly allow yourself to diverge your attention elsewhere.
End of quote

 

I'm a big fan of that one.

Reply #2 Top

1. Toggle Demigod Healthbars always on

Terminology didn't really snap to me right away. Basically, an option where we don't have to hold down the key to show health bars to see them. :/
End of quote

Maybe instead show health bars of Demigods currently under attack/under attack in the past ~10 seconds or so? The only times you care to see health bars is when they are in battle.

2. Friendly Demigod Portraits/UI displaying health

This would help oh so much, and make it much easier to keep track of allies and their health.
End of quote

What would that help, though? If you're in the same place as your ally for healing purposes (Sedna) or protection (Oak), you can see that they're getting pummeled and with 1) above you'd be able to see their hp right there. Having portraits on the screen at all times would just be clutter, since there are very few times the information is critical (and only for a few Demigods).

3. Friendly Demigod HP in Minimap

This would help as well, being able to see an allies' HP, thus helping you to choose a course of action.

End of quote

See above. Seeing their HP on the minimap won't do much, if they're across the map you can't do anything about it and the only relevant information becomes if they're alive of dead, which you can see.

4. Ability to select Demigods, or see their mana

End of quote

Ability to see mana was taken out intentionally (it was visible in the first few betas) because it allowed for too much meta-gaming.

5. Wider Demigod clickable frame

Not sure how to describe this, but sometimes the smaller demigods are a little hard to click when they're cluttered with a bunch of soldiers. It'd be nice to be able to target them a little more easily...

End of quote

Yeah. A lot of us have been asking for this for a long time. It's especially bad if you've got a little guy like Erebus, Torchbearer, or Regulus right under a Rook's feet, too.

Reply #3 Top

Maybe instead show health bars of Demigods currently under attack/under attack in the past ~10 seconds or so? The only times you care to see health bars is when they are in battle.
End of quote

 

What would that help, though? If you're in the same place as your ally for healing purposes (Sedna) or protection (Oak), you can see that they're getting pummeled and with 1) above you'd be able to see their hp right there. Having portraits on the screen at all times would just be clutter, since there are very few times the information is critical (and only for a few Demigods).
End of quote

 

After playing some more, I'm doubly more for having these two features. I'd much rather focus on my enemies than to have to keep asking my partner his HP on vent or scrolling over his name. It'd literally just help being able to see his HP 24/7 so I understand the battle quicker. It's a matter of micro management, and this is a plus. I don't understand how the information is never critical. It's always a clincher knowing right away when to move in and attack, when to retreat, when to set up a push, etc. I need all the small little tasks I can spare, and the ability to see their HP full time would be a great addition. Both in health bars, and in portraits, if not BOTH, ESPECIALLY health bars above the enemy.

 

This IS an RTS mind you, and all of the small seconds that are spent doing nothing, is more time for the opponent to benefit. However, I'm not arguing simply for the sake of having easier gameplay. It's just really hard to tell the HP of eveyone on the map, so allied potraits and constant healthbars over all demigods would be a huge plus. I can't even fathom how it's arguable to at least have an option to switch these on/off.

 

See above. Seeing their HP on the minimap won't do much, if they're across the map you can't do anything about it and the only relevant information becomes if they're alive of dead, which you can see.
End of quote

 

While you make a decent point, it is AGAIN a matter of micro-management. If I can save five seconds looking at the minimap and seeing my partner's health and knowing if I need to come in/tele in, or having to scroll my screen all the way up just to look. It's a convenience feature. Knowing my allies' health at all times instantly allows me to make decisions quicker. This is an RTS, thus a game of micro-management. Teamwork is critical, and knowing the status of your teammates is the first thing.

 

On a side note however, this would be pointless if the portraits option was implemented, so I'll remove it anyways.