Sedna is weak at actually killing Demigods, but there's only one game mode where that's the goal; in the others, driving the other Demigods off is enough, and she can do that by just outlasting them. I didn't find that I had any trouble winning when I played with her in the Pantheon. (my w/l ratio with her is super-low, but that's mostly because I was suffering from connection problems that weekend and I ended up being an AI in many games)
lambdaman
What you describe is pretty much the reason I quit playing multiplayer games entirely about ten years ago; there are people who are much better than you or I will ever be, who like nothing more than to jump into a game full of relatively unskilled players and beat them up for kicks. You can see evidence of this in some of the early posts in this thread. Even if they aren't deliberately hunting newbies, all it takes is one of them in a game to ruin it for all the people who don't p
I don't know if they were supposed to be fixed, but I'm still seeing weird anomalies in the Pantheon stats. I played two games last night and won decisively in both of them (205 favor to 10). The first one was 1v2; both of my opponents quit after I scored a kill towards the end of the game (one of them explaining first that he was dropping out because I had won). The game does not appear in my list at all. The second game was a 1v1; my opponent again d
[quote quoting="post"] Q: You say Demigod’s online play is fine now but I have a problem. A: For that I say go to http://www.speedtest.net/ and check your upload speed. Demigod requires a broadband connection defined as at least 256 kilobit upload and download to reliably play a 5 on 5 game. A 3 on 3 game requires about 120 kilobit (about twice what an old phone modem does). v1.01 should reduce this well below the threshold of low end connections. But
[quote who="BigAbboTT" reply="1" id="2225505"]Uh. What?[/quote] Sorry, just having some fun with the situation. Transitive explained it well -- I hope Stardock/GPG can fix it soon. (the right thing to do is to wait until a new player can be swapped in for the one who dropped / was ejected / couldn't connect, instead of starting a 2v1)
[quote who="Melf_Himself" reply="4" id="2225717"]Luckily the tools to combat such 'spike' builds are also given to players - the commonly used tactic is to 'split' your team to different parts of the map to attack various objectives at once. Since the spike team need all their players together to get the kills, they can't compete with such a tactic. It would seem to me (having never played Demigod) that Demigod is designed very much with a splitting strategy in mind... if the whole
Has anyone figured out the optimal time to click "Cancel"? If I wait for a long time, sometimes I win, but usually I lose (I get the 2v1 "semitrailer to the face" ending). If I click "Cancel" too soon, though (say, as soon as the one inevitable person can't connect to me), I lose (I get the "no game for you SUCKER" ending). The second ending is not as bad as the first one, but I really want to win! It occurs to me that this is really just a variant of
As far as I know, experience is an Elo-style rating (same thing they use for chess). See the Wikipedia article .
Most of the reports on the forums (mine included) dealt with chain skills or the interaction between moving and hitting skills. I bet GPG had trouble tracking this down because they were looking into the parts of the code that would have been responsible for that kind of a bug. Getting sent down the wrong path can be a real time-killer when you're trying to debug something. On another note, this explains why sometimes there was a pause between issuing an ord
[quote who="Spartan" reply="9" id="2222075"]So why cover his name? This would be the place to "out" him methinks...[/quote] I don't like mob justice. If someone from Stardock asks I'll send them the uncensored version.
It's occurred to me that it would be handy if pings were visible in the main game screen as well as the minimap. I'm imagining an arrow dropping from the sky to point at the location that was pinged.
Now, it's one thing to be disappointed about losing and maybe say some silly things in chat (e.g., about fifteen seconds later he pronounced that he had only lost because "this fucking shit isn't balanced" and dropped out). But I think tossing racial slurs around is over the line.
I often sit at the load screen for a long time with a dialog saying "waiting for other players". I'm assuming that the game is waiting for them to load the map and do whatever other initialization is necessary. It would be nice feedback if I could see an indicator of their progress -- actually, it would be nice if I could see my own, too. Something that updated every few seconds would be fine.
[quote who="Tridus" reply="6" id="2221102"]What I think you're really asking for is a client/server system where the game host acts as the server. That is generally a lot more reliable (9 connections, and only one person who needs to allow inbound connections successfully). If that's the case, I agree. That's a well proven and pretty good system for a game like this.[/quote] Also, I expect that most users will be playing on Stardock's servers anyway, so difficu
[quote who="lambdaman" reply="7" id="2219081"]I was a little disappointed when I tried out the update earlier today and it didn't improve anything, still couldn't connect. Then I added /serverproxyonly and it worked on the first try! There wasn't even a delay trying to connect. It wasn't perfect -- the game was a bit sluggish, one guy dropped after about 7-8 minutes, and everyone but me and one of my opponents vanished at (I think) around 20-25 minutes
I like the sound of #3. I think it'll still be important, though, to have a decent management interface where we can get an overview of where our goods are flowing and get immediate feedback on the consequences of our decisions about building new manufacturing facilities and enabling/disabling existing ones. Going into separate city windows to manage settings that have this sort of empire-wide impact is too clunky.
For pure cheese factor, consider this: in beta, Erebus's Mist ability drained health , not mana. Yes, he was still invincible while in Mist.
I was a little disappointed when I tried out the update earlier today and it didn't improve anything, still couldn't connect. Then I added /serverproxyonly and it worked on the first try! There wasn't even a delay trying to connect. It wasn't perfect -- the game was a bit sluggish, one guy dropped after about 7-8 minutes, and everyone but me and one of my opponents vanished at (I think) around 20-25 minutes, but it was a lot better than not being able to pla
I want to note that I'm not expressing an opinion directly one way or another on the ban. I don't have all the facts that I'd want to have to come to a sound conclusion. [quote who="TheTitan86" reply="21" id="2218654"]Now I hate fanboys... I hate people that take the devs side... If this were any other product in the world other then a video game everyone would ask for a refund if such a majority feature of the product was 75% unreliable. This is true no?[/quote]<
[quote who="NeoVain" reply="10" id="2217329"]I like resources management to be as simple yet vital as possible, put the meat and potatoes in the units, abilities, battle system and spells instead. Make THAT sophisticated. If people wanna play economy games they could already play civilization and those kind of games.[/quote] Well, BoogieBac said in an earlier post that they want it to be fun and exciting to play the "peaceful magician". It seems to me that playing
OK, I was maybe excessively optimistic in my last post. I tried a few more times and there are still always one or two people who can't connect to me. All my ports really seem to be open, so I can't imagine what the problem is ... maybe I'll see if the proxies help at all when they're activated today.
[quote who="Wagnard" reply="4" id="2217278"]Di-624 is know to cause problem on certain firmware. I suggest you update to latest version, and set the gamer mode option to enabled.[/quote] Thanks for the advice. Sadly, I am updated to the latest version I know of (version 2.76, released back in 2006, I guess this is not a supported product any more) and gaming mode is turned on. I tried fiddling with the uPNP setting, as I've heard that causes trouble, b
I recently set up port forwarding on my router in the hopes of getting better Demigod connections. Unfortunately, even if it helped a bit, it doesn't seem to have solved my problems. It seems like up to three people can connect to me, but now Pantheon is making 3v3, and players 4 and 5 get stuck in "waiting to connect". :'( On a whim, I decided to double-check my port forwards. I forwarded ports 6002 through 6022, inclusive, plus 6073, and I chec
On a side note, I'd be a little disappointed to hear that this is mostly going to be a military sim. One of the things I really liked about GalCiv was that you could play the whole game with minimal attention to the military aspects (I often won without firing a single shot "in anger" for almost the whole game); I like fantasy wargames, but I was hoping for more of a 4X with interesting economic and political models and multiple paths to victory. Also, my wife really likes playing
It seems like this has changed over time, too -- I used to be able to get into Pantheon without much trouble, but since the patches last weekend it seemed like there have been a lot more people I couldn't connect to or that couldn't connect to me. I've heard the same thing anecdotally on the forums and on IRC, and I noticed this morning that the graphs from the last Pantheon show something similar. http://pantheon.demigodthegame.com/tournaments/10/graphs/