Yeah, I don't know if that's a bug, but it's so counterintutive it might as well be. Way too much hand-sliding, and the mouse wheel isn't quite right to take up the slack the way it can in sins.
xthetenth
[quote]I run dual screens, no issues with the game.[/quote] Lucky! Dual screens are awesome! [e digicons]:grin:[/e]
Not with only 2 GB of ram. The card is sucking down a lot of RAM, but with only 2 GB, it's not even up against the 4 GB barrier, so I don't think that it's lack of virtual addressing space. My desktop needs a lot more addressing space than that. I think it may be something odder.
[quote]Frogboy was wrong. Anybody who has the Beta working for them and thinks it's not fun is brain-dead.[/quote] Anybody who thinks it isn't fun is not capable of emotion. Depending on the level of brain-deadness, this means that they may well think it's fun.
I've noticed red squaring on all my abilities/items when stunned. dxdiag: ------------------ System Information ------------------ Time of this report: 9/4/2008, 20:57:46 Machine name: FBMEYER-PC Operating System: Windows Vista™ Enterprise (6.0, Build 6001) Service Pack 1 (6001.vistasp1_gdr.080425-1930)
That would be excellent. It may be better to give the title to the demigod which could be best and give it a bit of a professional makeover before giving it out for free, but that is a great idea.
Also, I bet the effects will be a bit more refined then. Waiting till you get some generals would be good, but some clips right now would be good too.
[quote]Scathis asked me if I wanted to help him test something, so I got to play it before the pretty graphics. Even then it was fun![/quote] Now you're just showing off [e digicons]:annoyed:[/e]
Do you mean when you look at an item in your character screen/store, it pops up for only a second before disappearing? Or is that a different bug that's happening to me?
That's a lot of frowny faces! I don't have any idea why it wouldn't work, that's very odd. Do you notice any graphical bugs in other games?
That's the kind of thing you should've told us beforehand. I assume "Single Player" is really the campaign?
[quote]and when will multiplayer play be implemented?[/quote] a later beta, probably partway through beta 2. [quote]how can you wear more than one set of gloves or armor or helms at once?[/quote] layering. Either that or throwing away the old clothes. I think it's the second. [quote]it seems most units(im using romulus now) dont respond to unit commands very quickly, especially if theyre being attacked(not stunned, but attacked by
I'd say put an icon over heroes' heads with blatant team color trim that doesn't shrik with zoom, and if you target it, you target the hero it belongs to. All problems solved. Whaddya think?
That sucks. It's working on my computer and it's amazing.
Fun as could be, addictive as hell. TOO MUCH FUN!!!!!!!!!
hmm, that's interesting, but ress only takes 20 seconds, so I don't know if it'd be workable to make it be expensive enough to be a hard decision without being way too expensive to ever be worthwhile. It would be interesting though if you absolutely have to get back to skull cracking.
I know it makes sense, it would be cool though. However, it's something for about .5% of the game buying people out there.
I think we'd get more of a hit if they were also some well known DotAers, as well, but that's a good idea for getting publicity.
[quote]However we do ask that people refrain from modding at this point in the beta[/quote] Gotta keep it to knowing any mistakes are your own fault, huh? Fair enough. What are the capabilites, though? Is it possible to plug in new demigods quickly and easily, even if you have a lot? What amount of scripting can you do? What are the capabilities of ability modding? Are you limited to a set amount of modifier calls or can you tweak variables directly and have the game no
The COD4 method is the only way to go if you aren't trying to milk gamers till they moo for a subscription fee. I like the idea, though.
[Name]: No idea yet [Type]: Assassin [Theme]: Six-armed guy inspired by Indian myth [Skill Type]: A cuisinart with low damage, very high attack rate, but very little overkill so he does well against weaker enemies and worse against the tougher ones. Very weak defenses outside of combat, but inside combat, can dodge nearly all melee attacks and make ranged attacks hit him far more softly than outside of battle.
Hooray! Permanent damage! Honestly, who doesn't love permanent damage?
It is a shame, because a zoomed out screen would let you monitor the tactical situation on the fly, which would be awesome.
Crap, sorry about that, I wrote this post but needed to check a different thread so I copied it and then copied something else and posted blind. Big oops, sorry. Yeah, the balance of Guild wars is commendable, I wonder if there's any generalized lessons to be learned from it, because I only played it long enough to see that it was balanced, but not why. Any ideas why?
I'd say to leave possible special abilities to general units. Make them extra special.