I haven't heard anything. If we don't see Dev feedback tomorrow then the normal pattern would be they are looking at next week earliest...Anybody have good info on this?
Ke5trel
Frogboy aka Brad Wardell was top player of TA: Spring for a year, Blitz. If he and Tyo had a set of matches I wouldn't be surprised that he won them. Of course Brad shouldn't have given away his skill so early - Tyo will no doubt recode so that he can never be defeated[e digicons]8|[/e]
[quote]Its small tricks like these you learn during a beta [/quote] True :) I forgot to mention this was the third remake - It was probably an hour of trying, all told... [e digicons]-_-[/e]
"All those moments will be lost in time, like tears in rain. … Time to die."
[quote]Connection issues kill any chance of enjoying the game (in current stage of beta).[/quote] Yesterday we were sitting for 30 minutes with 5 players in lobby and 6 more trying to connect (we eventually went with a 2 v 3). The frustration at this point is that you can get random 2 v 2 games pretty easily but you can't pick whom you play with, at all. 3 v 3 is still a very iffy proposition and just forget about 4 v 4 or 5 v 5. I think I'm goi
This has been a persistent issue and seems to come in a few overlapping flavors - 1. player A is locked out of any game which includes player B 2. player A can only join games with player B, but locks everyone else out who tries to join after 3. any two of player A, B, and C can join each other's games, but the third is locked out 4. player A can join any game, but once connected to a game with player B locks out all subsequent players</
[quote]Generals will become tottaly useless after being killed, so where as a normal assasin hero has a 40 second cooldown the general will have a several miniute cooldown before becoming effective.[/quote] Good point. Minions shouldn't dissolve after general dies then, but run quickly back to health cystal. Does that work?
[quote]Regarding simply waiting for the "enemy capital" to die, just make it so if someone leaves like within 5minutes of the game ending...it doesn't count as a "quit" or "disconnect"...Simply as a loss.[/quote] Actually it would be nice if we could get that implemented in the next Beta. A "Surrender" button that would quit you out and end the game if an entire team surrendered is sorta necessary even at this stage. What you see right now is a team quitting a game they ar
"Michael Jackson's latest look has everyone talking"
what would a draft look like, HR?
[quote who="Vundarbread" reply="2" id="2050988"]Just to confirm further, interrupts should work in the next update. [/quote] awesome, thanks! [e digicons]:beer:[/e]
I made a post about this elsewhere, but why not just have baseline minions which you upgrade by merging them? This makes minions valuable and it's a simple mechanic.
Torment and BG are all well and good, but I'm throwing my 0.2c in that they should consider as source material one of the following: 1. Shadowrun (only because I sold my childhood to the Sega Genesis version) 2. Swanwick's The Iron Dragon's Daughter 3. Snow Crash 4. Moore's League of Extraordinary Gentlemen 5. Gaiman's Sandman or Neverwhere, alternately Mignola's BPRD 6. Banks' The Culture 7
[quote]What some people are a bit miffed about is being asked for input, while a big part of the thing we were supposed to have input on (the generals) - which incidentally, now turns out to be just the part that has problems, fancy that - wasn't given to use until it was too late to change it. [/quote] That makes sense, and I have to think that the reasons generals came in so late is because the devs were playing around with alot of the same ideas you all brought up and ju
So Frogboy brought up the idea of having fewer, tougher minions here and Random_Guy pointed out that idol minions cost nothing but easily-replenished mana (once you have idols) and that a player is actually rewarded for sending minions out to die instead of protecting them here . I think we can combine these ideas in a way that hopefully doesn't consume too many of the developer resources heading into Beta 3 to be viable, while kee
http://xkcd.com/164/
As far as citadel upgrade strategy - right now I upgrade grunt armor, DG xp, income, and grunt weapons, in that order. I try to save grunt type upgrades (priests, angels, etc) until either my opponents have upgraded them, I have enough gold to buy several at once, or I have map control, as otherwise the enemy gains experience much faster than I do. It's also usually a good idea to throw at least 1 point into building health, worth the 600 gold, imo. What do
Devs have confirmed that interrupts like Pounce don't work at all in 2D. Hopefully we'll see this in the next update.
welcome to the game, VonHenry [e digicons]:thumbsup:[/e] In Beta 2D the gold on your UI is yours alone and you can use it to buy items, idols (summon minions for generals, under star tab in store), or citadel upgrades. Any player on your team can buy citadel upgrades but currently there is no way to pool resources toward an upgrade - you have to wait until you personally have the gold before you can buy an upgrade. Hope that helped, catch you ingame
I was in Sevenix's boat, in that this has to be an issue the devs are aware of and will tweak in Beta 3. it's pretty simple - a skilled and coordinated defensive team with flag momentum will never lose a flag/the game with current port mechanic. I'm not exaggerating, and what you will begin to see post-release is teams mass-quitting if they lose the first battle for flags. Debuffing a porter for a small amount of time seems like the best solution at this po
[quote who="Wagnard" reply="8" id="2049591"]Shouls be ok for me. Btw is there any rules? some demigod not allowed / items / favor items not allowed? Just wana make thos clear hehe [/quote] I vote no rules, as it's a friendly set of games and it doesn't matter who wins, imo. Also, if we get enough players and netluck for a 4 v 4 or 5 v 5 it would be nice to determine what really needs help or balance, which we can't do if the strongest items, DGs,&
OKnight - to be fair, Trigeminal only brought this out again because I necro'd - I'm sure it is very frustrating to be in your shoes, but have faith - I played a quick game with Fire_Ice last night and he had been unable to connect to any games for months before that. HorseRadish was bugged out of entire previous Betas. Your issues will be resolved in time and I'm sure there will be oldtimers' matches to come...[e digicons]:beer:[/e]
[quote who="Flurus" reply="25" id="2049460"] Quoting TheBigOne, reply 24 don't want to spoil your fun but sunday is 8th of february. What special on that day? [/quote] Pretty funny I had exactly the same thought. I was like "TBO is probably referencing an obscure German holiday and won't be able to play this Sunday" [e digicons]:grin:[/e]
[quote]Once you have implemented a single player skirmish mode I might dance to a different tune, but for now I'll just wait it out.[/quote] You can fight against AI, too. Just host game and hit Autofill button on right side, you'll have instant access to single-player skirmish mode. You can also manually adjust the AI in each slot according to DG and difficulty. [waits for dancing] [e digicons]O:)[/e]
[quote who="Rumors" reply="4" id="2049155"]So what your saying is that snipe should finish cast and home to the target where ever he is even if the target ported out and is long gone when you finish the cast? He finishes casts and hits him even if he can't see him? Dont you think that is a bit too much for a direct damage skill? I think, snipe or whatever other skill, should allways be interrupted if you lose sight of your target, ie he runs away or ports out