DatonKallandor

DatonKallandor

Joined Member # 2449585
0 Posts 100 Replies 1,335 Reputation

[quote]I'll drop my bomb first. You say of the difference between Assassins and Generals (and I quote) "The whole Assassin/General duality lives off the fact that those two are truly different - the bigger the RTS part is compared to the Assassin part the better." I think I understand what you mean in this sentence, but feel free to correct me if I'm not. I disagree. Generals and Assassins are both Demigods, concepts of nature and power given form. I think that despite the difference in plays

183 Replies 451,212 Views

[quote]assasins are fine as they are so noew we can try to balance generals by matching them off with an assasin 1v1. Every team should have just a good chance of winning if they get all assasins while their opponets get all generals.[/quote] These are two different things. Demigods do not have to be balanced 1v1. Every combination of a team should be balanced. There's quite a difference between these two. Now onto Mooglepies: First off, that's how you

183 Replies 451,212 Views

However, the power of endgame items is so great that even one Demigod with a full set can seriously damage a Citadel - which is the thing that wins the game. It'd take one player on his own very long to get there. 5 players pooling gold however would get to that point game breakingly fast.

11 Replies 18,750 Views

[quote who="Sigol" reply="6" id="1992668"]Less theorycrafting please, more reality.[/quote] Okay, show me a replay where you've done that then. Until you do, it's you who's theorycrafting.

17 Replies 2,877 Views

This isn't Dota. You bringing up examples of specific Dota maps to support your point isn't helping you zilch. If the opposing teams Demigods always beat yours they'll be ahead in gold to a ridiculous extent - and more importantly, you'll be behind in gold. A tower is a challenge for a well equipped Demigod - it's near unassailable for an unequipped one.

17 Replies 2,877 Views

We don't need this because teleporting requires a friendly structure or an expensive item - and combinations such as warping a rook into the enemy base, who puts down a tower so the rest of the team can teleport to the tower as well is a ) good teamwork, b ) very risky and c ) probably useless since the Towers will rip Demigods inside the wrong base to shreds. [quote]I do agree some backdoor prevention is important, or else games turn into races to see who destroys who's towers fastes

17 Replies 2,877 Views

I think that was the initial direction but supposedly the Devs weren't able to balance it that way. Not that they fare better right now. (no offense GPG, noone get's balance right at launch)

183 Replies 451,212 Views

The Goldmines are currently the safety net for unlucky players who get whacked early in combat and don't get to be around for the kills. There is however no such mechanism for their lack of XP - so a small amount of global xp sharing might be appropriate. Or you tie it to a flag that slowly increases xp for all players on the team controlling it - more objectives to capture in the field is always desireable.

7 Replies 1,457 Views

Resource trading really brings more downsides than upsides - especially in a situation where resource income is already shared or has a shared component, which is the case with Gold Mines. Being able to give gold to other players would effective multiply the number of actual goldmines you control for one player. Eg.: Team 1, consisting of 5 Demigods, has 1 goldmine. That goldmine provides each player with 1000 per timeunit. But when all players give their gold to one player, suddenly

11 Replies 18,750 Views

That's exactly what we'll have to figure out - but we won't do it by limiting ourselves to established Demigods, which, frankly, are already too far gone in the Assassin direction to be pulled around without a complete overhaul - which would be waste of perfectly fine Assassins with Pets. The first thing General play needs is a working RTS UI. What that entails has been elaborated in several other threads already. Secondly, modelling the Generals after SupCom's ACUs would be a

183 Replies 451,212 Views

[quote who="SlipperySnake" reply="16" id="1991743"]The point is that you just made the same argument people are making for keeping the current gameplay.[/quote] Err, no I did not. You claim that it's the same arguement, when it's actually not - we don't want Assassins changed because they work as advertised. They're a complete RPG experience - Generals however, are not a complete RTS experience.

183 Replies 451,212 Views

[quote who="SlipperySnake" reply="11" id="1991643"]I think we should change the whole assassin gameplay I mean it is way too RTS because you get to see the whole map and the point and click too move is classic RTS. Assassins should move with wasd instead and should have to aim their spells.[/quote] You've never played an isometric RPG have you? The things you listed are hardly exclusive to RTS - they've been in some of the best, and old, RPGs. Your Strawmen won't get you far.</p

183 Replies 451,212 Views

[quote who="ProtocolXVI" reply="7" id="1991451"]Why would you want to put your minions elsewhere? Towers are too strong for them to really stealthily kill them , they can't cap flags, and they do very little damage to demigods.[/quote] Just as an aside, that is not quite true. Siege Idol Minions outrange Towers from the start and deal great damage to them. Having 4 of them off at the currently non-pushed side of the map allows you to kil

183 Replies 451,212 Views

[quote who="strikersgun" reply="25" id="1991287"]i agree with soccer lets make really tiny changes so its easy for the devs and make this game fail to deliver what it promised and just make everything assassins im all for this idea[/quote] Semi-yes, ignoring the obvious sarcasm. Does anyone seriously think there's enough time left until release to completely overhaul the existing Generals into actual Generals? Just make Erebus and Oak into pet-wielding Assassins and concentrate on mak

183 Replies 451,212 Views

You should take a look at other games that are as team focused as Demigod - in the RTS bracket, World in Conflict is a great example of a 1v1 less RTT with the same team focus as demigod, while in the RPG genre, pretty much every team based RPG is a perfect example - DnD being the natural prime. You won't ever get something done with just one party member - you need a team. Another example would be Team Fortress - one Medic vs one Soldier isn't balanced, yet the team game is. Battlefi

183 Replies 451,212 Views

[quote]But don't forgot, the game need to be playable 1v1 Assassin vs Assassin, Assassin vs General or General vs General, it's a hard job to do. [/quote] Where did you get the impression that it has to be 1v1 balanced? So far there's no indication whatsoever that there's any 1v1 maps.

183 Replies 451,212 Views

A part of me wants to say just make Generals spend War Score on their minion purchases, while keeping the gold for the same things every other demigod uses it for. Generals will have less gold since they're not in the action as much, but it won't hurt them because they'll have the War Score to spend on their main purpose. Also, that would free up Assassins to spend their War Score points on Citadel Upgrades.

183 Replies 451,212 Views

Yes, the lack of resource and base management makes it more of an RTT than an RTS - or it should, neither of those abbreviations currently describe anything in the game. Honestly, I find it more interesting that they effectively put RTS first and RPG second in that.

183 Replies 451,212 Views

The good thing about Gold Mines is that they give some gold to players who are either worse than others, or just plain unlucky - they die in the first few seconds of a multi-demigod encounter, and even though their side might win, they won't get any gold from, because they're not near the kills. With a flat, assured, base income (gold mine or otherwise) they still have some chance to atleast half keep up with the item race.

66 Replies 25,842 Views

[quote who="Soccer194" reply="17" id="1990276"]If people want to just control units they can play an rts game not demigod. They told us generals would have mostly rts aspects.[/quote] No, you're wrong. " Demigod ...it's described as real-time tactical strategy with extensive role-playing elements." - Developer Interview, from a few weeks ago. Demigod is RTS and RPG in equal parts. That means

183 Replies 451,212 Views

There've been RPG/RTS hybrids that have worked perfectly before - the claim that it's impossible is simply wrong. Look at Spellforce - they had full blown RTS, and full blown RPG. Both of which worked on their own, and in mixed situations. Incidentally, I still think General Favor Items should be unique minions, of which, since you only have one slot, you can only have one type in any given match.

183 Replies 451,212 Views

[quote who="OrleanKnight" reply="4" id="1989698"] Insanetitan, Generals currently are Assassins.[/quote] That is true, and should certainly change, but: Erebus and Oak are great visually and conceptually - take away their ability to purchase the "general items" (minions), leave them with their special unique minions (nightwalkers, spirits), call them Assassins and be done with those two. Having Assassins with a few minions doesn't exactly break the game - and you c

183 Replies 451,212 Views