what this game should take from dota

edited for udate spelling and rant/4/24/09

To begin with I know this is not dota, but demigod could use a few things from dota (I Think).

1.  for health and mana I would like the numbers to be there all of the time, not just when I scroll over them

2.  a alt tab button so I can see the health of creeps and demigods nearby  

2a. (while not as good as the alt tab button apparently if you press ` at the top left of the keyboard it accomplishes the same thing)

3.  doing a gank is very hard to do with the current maps.  between few obstructions and flags giveing LOS it is very hard to sneak up on someone.  so in some future maps please have more line of sight obstructions and fewer flags.

4.  on the mini map if I click on it I would like my view to go there  not stay where I was.

5.  TB Reg and VL could you make them more noticable,  I dont know if its just me but i mix them up with the creeps sometimes.  makeing them bigger or just makeing them a brighter color would work.

6.  If a demigod is standing behind the Rook could you make a outline of the forementiond demigod visible.

6a. (apprently this is also in the game and I may need to fix my eyes)

7.  could you include healing item that was like the tangos in dota (a heal over time that was cheap) just for the begining.

If I messed up and any of these things are in the game and I'm just screwing it up sorry.

as a side note after reading the forums a lot of people seem to dislike the small number of heros.  as a long time dota player

myself im left wondering why people think just throwing in heros would be fun.  I would rather have a small but balenced pool

of heros then a large unbalenced hero as is the case with dota.(you cannot tell me that a team of chimara, alchemist,  queen of

pain, obsidion destroyer thingy, and blood seeker(only time he is good is versus noobs.)  could win against bala, clinkz, void,

lion and tide hunter.

3,646 views 29 replies
Reply #1 Top

/signed.

I just want to see health and mana all the time. The others are good additions too, but I think the health-mana-thing is very much needed

Reply #2 Top

If you press Tilde (`) then you can see mob and player health.  No mana though, i definitely would like to be able to see that.

Reply #3 Top

Seeing enemy mana was intentionally taken out since it allowed for too much meta-gaming. Now you don't know if you're going to get fireballed or not, so you can't be suicidal because you can see that he doesn't have mana to cast. :P

Reply #4 Top

Bah, another Demigod vs DOTA thread...these are getting annoying....

To begin with I know this is not dota
End of quote

At least you said that...

-Phal

Reply #5 Top

1.  for health and mana I would like the numbers to be there all of the time, not just when I scroll over them - YES!

2.  a alt tab button so I can see the health of creeps and demigods nearby - (`) does this, don't think you should see mana though as it will affect your decision to fight (i.e. kill the DG with no mana)

3.  doing a gank is very hard to do with the current maps.  between few obstructions and flags giveing LOS it is very hard to sneak up on someone.  so in some future maps please have more line of sight obstructions and fewer flags. interesting, though not sure if they can add this in.

4.  on the mini map if I click on it I would like my view to go there  not stay where I was. - Nice

5.  TB Reg and VL could you make them more noticable,  I dont know if its just me but i mix them up with the creeps sometimes.  makeing them bigger or just makeing them a birghter color would work. - it would be nice to a have 'glow' option (ala UT3) so your DG was easy to spot.

6.  If a demigod is tanding behind the Rook could you make a outline of the foremetniond demigod visible. - already in the game

7.  could you include healing item that was like the tangos in dota (a heal over time that was cheap) just for the begining. - there are a few items (armour's mainly) that add to you health regen, either by a flat rate or %.

Reply #6 Top

I'd haveto agree on most of these points (except the ones that are actually already in the game), especially number three. Some LoS blocked off areas would add so much to this game, and add a bit more uncertainty to the game.

Reply #7 Top

I'd like five only for yourself and allies. I consider it an advantage of those DGs to be able to mix in with the creeps.

 

:fox:

Reply #8 Top

I don't know where tilde is on my keyboard, being English and me using Danish configurations :/

Reply #9 Top

i thought you were going to say "add 80 more heroes" but no these are some great points and i agree

/signed

Reply #10 Top

I agree to everything. Not because I want to make the game into DOTA, but because I think the game needs alot more sophistication and finesse added, to deepen the gameplay.

Adding new heroes will and must be done to keep the game fresh and challenging, perhaps not 80 though. A healthy amount of heroes is good. After just a weeks play with the different heroes, I feel kinda like there's not much more to investigate. Rook-hiding seems to be the new sport (Tank the rook and hide the rest of your ranged team behind it).

We need alot more items, affortable items and perhaps combination items. Nowadays I usually get one item pr match. 2 if I'm lucky, but by then the game is all but over, and the enemy lies broken before us.

Different game types (slaughter, domination etc) should perhaps have different item-pools. And favor-items needs to be turned into regular shop items.

Reply #12 Top

i think the reason why people want to see mana is that it adds to a strategic element to the game ... yes you know if they can cast a certain spell .. and they know if you can cast a certain spell .

 

why is this a bad thing ?

it just adds more depth to the combat then how much hp does he have and does he have a hp pot

Reply #13 Top

IRL:

I can see if you're hurt. I can't see if your brain is retarded (unless it's from birth and you have deformities)

Reply #14 Top

Quoting khemintiri, reply 12
i think the reason why people want to see mana is that it adds to a strategic element to the game ... yes you know if they can cast a certain spell .. and they know if you can cast a certain spell .

 

why is this a bad thing ?

it just adds more depth to the combat then how much hp does he have and does he have a hp pot
End of khemintiri's quote

Seeing mana takes away from the stategic element, not add to it. If you don't know how much mana he has, you always have to be careful and expect the unexpected. If you know how much mana he has, it's like a giant bulls-eye "Hey come kill me, I can't do anything to stop you!". How does that add any strategy?

Reply #15 Top

Minimap is huge -- it's almost worthless as it is now, except for checking what flags you still own.  I'd really like to click on it and then see where I clicked, but more than that I'd like to click a teleport scroll, then click on the minimap and teleport to the nearest allied structure.

Reply #16 Top

I thought you could click on the health numbers to see them all the time?  You could in beta, I haven't messed with it now though.

I think the issue, though, is that you have to do whatever does this every game.  It doesn't save how you had it last time.

Same with ~ to make health bars stick.. it doesn't save.  I have to cycle to the setting I want every single game.

Also flag LoS is tiny.. what're you talking about? :/

Reply #17 Top

Also flag LoS is tiny
End of quote

Very tiny. Unless the enemy demigod is standing right on top of it, you can't see him :P

Reply #18 Top

In Response to the flag los being small. 

Demigods small maps flag los doesnt matter as the map is really to small for any ganking.

on its medium size maps its has a mix of problems while the flag LOS is small they are generally nearby or along the paths of movement.  so any player trying to gank by coming from the side or from behind will generally have to run past at least a few flags. at which point it is useless to try and gank as the prey demigod ahs already fled.

on demigods big maps the problem is even worse as almost all lines of movment are coverd by at least one thing with line of sight and ganking is virutally impossible.

so the only real way to gank is to charge from the front and keep the demigod stunned till its dies.

this is one of the things I noticed about demigod,  you win the game through your creeps and you must stick with them.  since trapping a demi god is hard to do with out a whole team of stunners.  it seems that the only time a demigod should die is in a major push where a demigod cannot run away in fear of loseing excessive buildings or a portal, and the attacker for ether pushing to far or getting to greedy chasing down a demigod or trying to destroy a defensive building.  that is something i miss about dota is the ganking which if done well would cripple the other team as they would be low level and could not push out to far and have them deal with excessive gold loss.

 

discalimer( yes i know this is not dota and I think this game is funnier then dota as why im playing it, but i think demigod should take try and incorpirate the stuff that made dota fun and use some of it.

Reply #19 Top

Quoting Annatar11, reply 14

Quoting khemintiri, reply 12i think the reason why people want to see mana is that it adds to a strategic element to the game ... yes you know if they can cast a certain spell .. and they know if you can cast a certain spell .

 

why is this a bad thing ?

it just adds more depth to the combat then how much hp does he have and does he have a hp pot


Seeing mana takes away from the stategic element, not add to it. If you don't know how much mana he has, you always have to be careful and expect the unexpected. If you know how much mana he has, it's like a giant bulls-eye "Hey come kill me, I can't do anything to stop you!". How does that add any strategy?
End of Annatar11's quote

 

well how can that add to strategy , it could add to bluffing that you have mana yes .

but deplete opponents mana by example the mana drain gloves or warlords punisher if they have low mana , 

ensuring you can afford 2 spells while he can afford 1 so you know you will have the upper hand in the battle ?

 

relying on luck that he has mana or not is not a strategic element ?

being able to gank a more farmed character when his mana is low , otherwise this might have been a suicide action .

keeping your mana up high to scare of people or maintaining lane control by the combo you can unleash , instead of having 100 mana and he has to go back and refill hp to even move out of towers.

i dont see how it can get less tactical unless you think that the scare tactic (which works in a different direction from actual tactical situations imo)

Reply #20 Top

Well of course those heroes wouldn't win. Unless they push hard early game they would get overpowered by their lack of tank! Dota is pretty well balanced, but not every team is gonna be able to take any other team easily.

 

 

But anyways, I agree especially with the map clicking. I'd also like to be able to move to a point i right click on on the map. Also, something so you can "ping" on the map would be nice.

 

And another thing, the text for talking to people in game is... I dunno. It's not exactly in a bad spot or anything it's just really easy to not notice. Maybe add a little "boop" noice when someone says something?

Reply #21 Top

Good post.  I agree with nearly everything written except for the mana.

I like my mana to be invisble.  There are times when I retreat briefly from a fight and come back, causing the opponent to flee. If my the opponent realizes I'm bluffing, I will do it again but with full mana. Bluffing is fun.

i dont see how it can get less tactical unless you think that the scare tactic (which works in a different direction from actual tactical situations imo)
End of quote
In "real" tactical situations, you are not given every bit of information.  What you want causes the game to become a static engagment. Player A has low mana, and thefore becomes a target for Player B. If you have an opponent's mana showing, the game play will require less intelligence.

Well of course those heroes wouldn't win. Unless they push hard early game they would get overpowered by their lack of tank! Dota is pretty well balanced, but not every team is gonna be able to take any other team easily.
End of quote

What DotA have you playing?  Some heroes are completely useless while others are overpowered or balanced amongst a small of pool of widely used characters.  Like the orignal poster said, DG is not DotA and does well to have a small pool of characters who all have different, but useful play styles.

But anyways, I agree especially with the map clicking. I'd also like to be able to move to a point i right click on on the map. Also, something so you can "ping" on the map would be nice.
End of quote

Yes!  Is there a sound already?  I feel like there is, but sometimes I look up and notice I missed an important message.  I'm used to looking in the left corner for text.  It seems like every game places the chat there.

 

Reply #22 Top

Quoting NATfcltatr, reply 21

Yes!  Is there a sound already?  I feel like there is, but
sometimes I look up and notice I missed an important message.  I'm
used to looking in the left corner for text.  It seems like every
game places the chat there.

 
End of NATfcltatr's quote

Yes. When defensive structure or the citadel is under attack, a circle where this is occuring flashes three or four times on the mini-map accompanied by a sound and the message "Our defenses (or citadel) are(is) under attack!"

But otherwise, yes, a controllable team-wide ping would be quite handy.

However, I just don't understand what the purpose of ganking is. I'm not a DotA player, so I don't know what that game is like aside from what I've read or what others have said. I will admit that, yes, DG could borrow well-made elements from DotA and adapt them for its own use.

However, does DG really need objects that obscure LoS and allow for an ambush?

(Aside from the Rook, of course, which we all agree needs to not obscure the positions of other DGs :-P)

Is this a case in which DotA players want to make DG more like DotA but to DG's detriment, or is this something which would really enhance DG's experience? From playing MMOs, I've gotten an impression of what sorts of personalities gankers have... usually, those of 12 year old with ADHD that just want to make other people's experience miserable. How much fun is it to get jumped upon with no possible recourse or counter?

Reply #23 Top

Quoting scyldSCHEFING, reply 22

Quoting NATfcltatr, reply 21
Yes!  Is there a sound already?  I feel like there is, but
sometimes I look up and notice I missed an important message.  I'm
used to looking in the left corner for text.  It seems like every
game places the chat there.

 

Yes. When defensive structure or the citadel is under attack, a circle where this is occuring flashes three or four times on the mini-map accompanied by a sound and the message "Our defenses (or citadel) are(is) under attack!"

But otherwise, yes, a controllable team-wide ping would be quite handy.

However, I just don't understand what the purpose of ganking is. I'm not a DotA player, so I don't know what that game is like aside from what I've read or what others have said. I will admit that, yes, DG could borrow well-made elements from DotA and adapt them for its own use.

However, does DG really need objects that obscure LoS and allow for an ambush?

(Aside from the Rook, of course, which we all agree needs to not obscure the positions of other DGs )

Is this a case in which DotA players want to make DG more like DotA but to DG's detriment, or is this something which would really enhance DG's experience? From playing MMOs, I've gotten an impression of what sorts of personalities gankers have... usually, those of 12 year old with ADHD that just want to make other people's experience miserable. How much fun is it to get jumped upon with no possible recourse or counter?
End of scyldSCHEFING's quote

 

ganking is a way to retain mapcontrol , its rather easy to counterwork in this game due to cheap telescrolls/wards to retain control of the map , sure it might not be fun to be ganked , but there are counters as i stated .

its a common known tactic and should be used in a game like this =)

Reply #24 Top

I want some skill oriented abilities- that let people that actually get good at it to own. Like with Mirana's arrow. For pretty much everyone, it was just a "meh" ability, but some people that atually knew where to aim and stuff could own face.