[quote]And no its not exploiting, it has nothing to do with it. The devs themselve decided to not fix the bugs because they thought it added depth/complexity to the game[/quote] And if you think they didn't remove those things because they add depth and complexity, why do you think they're removing them for the sequel? According to you " Making the game easier to do the basic micro, doesn't mean you still can't do advanced micro" - yet
DatonKallandor
[quote]If counterstrike did away with headshots, it would be a vastly different game and a lot less popular. Head shots are something that define counterstrike. Being able to reliably score lots of headshots is a skill you need to be a pro - in addition to great team work, etc. Removing headshots would be removing something in the game that takes concious effort and skill to pull off well. It allows people to rise above other who aren't as good at that. Same conc
[quote]Although last hits were born because of the way wc3 treats creep kills, saying it's purely an engine limitation is strawman. Last hits are a reward for being precise and controlling your character with skill. The alternative to "last hits" would be having the creeps distribute a lot of exp to everyone upon death, making last hits unecessary. Removing features which require skill and practice to get good at is basically dumbing down the game. Don't take offense t
[quote]You can still play on the Internet against AI players only (like in the screenshot).[/quote] That will completely shut down the Beta process everytime there's a problem with the online service. You'll get far more testing done when you give people the ability to test even when something outside their control, on the developers side of things, goes wrong. They can continue to discover bugs and send feedback all the time that way.<
[quote who="JuicyFruits" reply="3" id="1978102"]I think its a very complex game, and thats why its interesting, even after playing it for a while. It never gets old. Theres just too many things that can happen. [/quote] There's a difference between complexity and depth. DotA's "complexity" are design flaws and engine limitations to which the hardcore player got so used to that they began to saw them as "good". It happens all the time in the circles that like to call themselves
You're choosing the completely wrong game to gripe about system requirement woes there. WiC was one of the most efficient games of the current generation - it looked far better, and needed far lower specs than what should have been possible. Extremely good LoDing and efficient use of FX.
Stat tracking, if you want any at all (which is debateable) should be done as in World in Conflict, which is almost identical in terms of team structure and dependancy.
No, it wouldn't be. If the enemy capped it, it would start working for him. If you locked it down as per my previous idea, the enemy would not only need to wait longer to cap it (thus forcing him to stop advancing with his demigod), he will also not reap the benefits of the flag until it has unlocked and he has capped it. It's Scorched Earth.
[quote who="Fire-Ice" reply="4" id="1977525"]Also, some quick thoughts on last hitting: Last hitting evolved the gameplay of DotA. This is not yet profitable in Demigod. In the case of Demigod However, an incentive must also be made to actually kill the creeps on the opposing side. If I don't get gold from killing creeps, why bother killing them? The whole reasoning behind last hitting was a duality : First was to get the gold from the creep from the "last hit" as gold was awarded
Creeps is a holdover from Warcraft 3, and probably not really appropriate for Demigod. You could call them Grunts, Minions or whatever else you can come up with. Also, apart from the ones mentioned, Generals will be able to buy upgraded versions of most of them (Minotaur Captain, Siege Archers, High Priests) and command them like individually, from what we've been told.
I hope there'll be some General specific ones though - buffing their own units health/power/give them extra abilities/provide auras to the general/etc.
Well, the fact that you even had to think of stuff like trapping an area before pissing off the dragon, or use fireballs at the edge of the screen as a first strike is a clear sign that it wasn't your average modern "everyone of the party can die in any fight, as long as one person lives" RPGs with a 10 second wait to get full spells and health again. Pre-expansion BG2 had some of the most challenging fights of the Bioware RPG history (bar Baldurs Gate 1 - "I'm a lvl 1 mage who rolled
It's seven new buttons actually - four over the Demigod's Mugshot, and three to the complete right of the action bar.
There's absolutely nothing wrong with Hex TBS - they just need to go with the times visually, without loosing their complexity. (see Fantasy Wars for an almost perfect remake of one of the great SSI games)
[quote who="Alfonse" reply="18" id="1976585"]Also, calling BioWare's RPGs "action-RPGs" is an insult to true real-time action RPGs. BioWare's games are turn-based with dice rolling; they just hide it better than most.[/quote] All the while destroying the flexibility and tactics that turn based combat makes possible by trying to appear more and more real-time. See the gimping of the parry mechanic by trying to tie it to the animation system in the NWN series, or the grappling-multi-cha
By everything they've said and shown in their Dragon Age gameplay videos it'll be horribly dumbed down. Spell variety, combat dynamics, everything is incredibly shallow so they can indulge in their fantasy of "spell interaction", which comes down to fire+oil is defeated by ice spell. Not to mention melee combat will be utterly pointless because it'll depend on 15+ second long grappling animations. There's no room for tactics when your melee fighter is comitted for ages.
It might be interesting if the Flag-Lock item could be used on ANY flag, regardless of ownership to stop it from working, while at the same time, stopping it from changing sides. That way, there's a lot of uses for a single item - defense of your own flags by locking them when you know you can't hold them, prolonging a push by locking a recently captured flag or simply running behind enemy lines and locking their gold mine flag, etc.
Splitting the reward by damage dealt would be a massive hindrance to Demigods skilled to killed other Demigods - despite them contributing just as much to the team as the other Demigods, they'd be getting less reward.
[quote who="TheBigOne" reply="25" id="1975185"]1) We do have denying of some sort in Demigod already 2) We already have last-hitting (for Demigods only).[/quote] 2) Do you mean demigod kills only award the person that performed the killing strike? Because I'm pretty sure it's not like that at the moment. I've seen my xp bar move up visibly when being near a demigod kill, despite not hitting the demigod at all.
[quote quoting="post"] In terms of depth I suggest last hitting of creeps for gold and the ability to deny own creeps from getting last hit [/quote] No, No, No, and No. Last Hitting is the worst thing you could possibly implement, bar a unique peripheral that jolts you with a few volts everytime you perform an action. It is inherently counter the very thing Demigod is built on - Teamwork.
Well, not really 31 skills. 31 places to spend points. Actual unique skills, far fewer.
[quote] Because to be fair, all ability points are locked when you spend em. Why would you make your 4 choices any different? How would you plan on changing them? Have a skill bumped off and have a useless point/s? PFFT![/quote] I don't quite get what you're trying to say, but if you're worried about having too many points if skill-lines are greyed out after filling your 4 slots - there's quite an easy solution to that. Simply make the number of things you can put points into 'Al
[quote] Epic fail. Permanently locking out an active skill slot is a stupid idea. You can permanently spend a skill point now, but if you decide for something else, it doesn't change your ability to buy other skills. Hey, wait, let's make it so you can't sell any item, so that consumables use up slots even after they've been consumed and can't be lost, and every flag capture permanent, and every demigod death permanent too, oh and no respawning creeps. F A I L[/quote]</p
[quote who="Ke5trel" reply="10" id="1973059"]Meantime if I want to play a game other than TF2 I make sure I've closed Steam because it will drag my performance right down. My computer is 3 months old, and a beast, so I'm pretty sure that isn't the problem. [/quote] And I'm pretty sure it is a problem on your end. Steam doesn't have any noticeable impact on my system.
Let me sum that up Kestrel: Let's gimp the sales of our product in order to (maybe) spread our unrelated distribution platform = GOLD. [e digicons]:|[/e]