yah I've been playing strong grunts, weak towers, and draconic resurrection too. The last one means dying is actually, you know, a penalty.
Ke5trel
This is a good thread! I've always wanted a complete list of DT smurfs [e digicons]:thumbsup:[/e]
[quote]Nothing official yet but we want time to play test all these cool features.[/quote] You, Sir, are the man.
[quote]Interesting idea, but what I can see happening here is a team pooling their resources into a single player who then goes out and gets godly gear, and then that player goes and beats the other team to a pulp (with his or her team mates of course. Not insinuating any of the demigods are strong enough to weather a group of demigods even with said godly gear, but it could decisively shift the course of a battle if you had say a fully kitted out demigod within 5 minutes of play).[/quote]</p
[quote]In the next few weeks, we'll be close enough to release to start talking more about all the cool stuff that we haven't had in the betas so far . Stay tuned[/quote] So are we going to get to try these before release? And does that mean you aren't moving release back from February/March? Publishing schedules wait for no man and all that but TBH alot of your buyers would be happier if you held off to polish it....
DK is right. The devs already closed the loophole
and (Demi)God bless us, every one!!
[quote who="Rackjabbit" reply="3" id="1992104"]I know this isn't exactly what you're getting at, but you can double right click on an item (not a consumable, but a weapon/armor) and it will drop it on the ground.[/quote] Really??? You learn something new every day lol XD So that means item-feeding is present after all, if a bit inconvenient.
So that begs the question: How would one incorporate "complete RTS experience" Generals to Demigod in a balanced fashion, per above? Edited to be less [e digicons]:thumbsdown:[/e] [e digicons]:banhammer:[/e]
So I got this from DeadMG's thread, and while I don't agree with the ideas there, it got me thinking this is an area we should talk about. Would it be desirable for some trade/gift interaction to exist between teamed Demigods? Right now each is his own little island, but if you could trade items or gold then you could create an added teamwork aspect and really open up upgrade and item selection. Feeding becomes viable. I can see a quite a few prob
What if we strip this idea back to essentials and ask if it would be desirable for some interaction to exist between Demigods? Right now each is his own little island, but if you could trade items or gold then you could create an added teamwork aspect...You would also get more complex feeding than what currently exists. I don't think XP feeding is viable, but does that shut the door on interaction completely? edit: I've made a new topic about t
so you posted this in Demigod Journals, yah?
[quote]The important question- IS THIS WHAT WE WANT OUT OF A GENERAL? Is this the kind of thing you would like to see?[/quote] With tweaks and twists, for Erebus, yes. He is mobile, frontline, making up for low health with the ability to enter and leave situations quickly and avoid damage by Misting. He is a rogue, hit-and-run melee. If he had an ability that would cloak him and his minions for a small amount of time that would be fine too. This sh
elevation changes too, etc. Limited LoS would be great...we need the terrain to make it work though. Right now there is nothing to hide behind/on top of
I really like how you start to see skill take a part in this Beta. Watching two 1 v 1 Regulus opponents mine-dancing (hi IamKira) or a team WTFGANK their opponents by coordinating abilities (Hi Flurus and Wagnard) is pretty cool. I like the concept of favor items. I like the community.
OK, so if the thread ended with reply 107 I'd be perfectly happy. It can't be conveyed better than that. [quote]The minions need to do more damage, and the demigod needs to do less. This way it feels as if the minions are pulling the weight, not the demigod. This is perhaps the most important thing to convey the right 'feel.' The demigod's abilities can instead focus on the minions. For example, an aura that increases their move and attack speed, a ranged stun, something t
[quote who="OrleanKnight" reply="3" id="1990435"]Slippery, I'm afraid if 20 units under the control of a Demigod is the sum of all the RTS parts, then we might as well just give up on the idea of Generals completely and just makes Demigods.. well.. Demigods. We've gone over the numbers time and again, there just isn't enough depth and difference and that is the main focus of this discussion. [/quote] Why give up on Generals? The thing is that all you have to do to m
Mario and Teseer, can you explain the citadel upgrade idea a bit further? I'm not sure I understand how it would work ingame.
[quote]personally i'd rather pay an extra $5 and have ingame voip, cs style. Ventrilo and TS are nice, but are useless for pub games.[/quote] It could be something to do with the Impulse framework. In which case SD will have to implement it and it would be far down the pipeline, since I think they are still streamlining what they have.
/signed
I don't quite understand, Xaviorsfist. In a previous build all the DGs did something when they died that damaged or debuffed any enemies within range. I'm wondering if that is being phased out, since it looks like some of them still do it and others don't. Or maybe it's just a bug.
[quote]"Demigod...it's described as real-time tactical strategy with extensive role-playing elements." [/quote] I'm not arguing anything here, but I think it's interesting that the Devs put "tactical" in there. From Wikipedia : "Typical real-time strategy titles generally encourage the player to focus on logistics and production as much as or more than combat, whereas real-time tactics games mor
I'll be on tomorrow morning, EST, if anyone wants to play against a smooth criminal *flex* [e digicons];P[/e]
[quote]Basically, whether it is me or the AI, to be playing Lord Erebus is to be at a disadvantage.[/quote] You need to play against someone who knows how to use Erebus then. If anything, his minions are wasted, in this Beta, because he is a much more effective AOE Assassin than he is a General.
[quote]Imagine if you have a 80% chance of generating a powerful siege unit if you kill one of the enemy's siege units.[/quote] Wasn't there an achievement for Erebus in the Lua files from Beta 1 - convert 200 Catapultasaurs to zombies?