TheBigOne

TheBigOne

Joined Member # 3138570
1 Posts 51 Replies 8,730 Reputation

I think its just frogboy failing here, his reasoning is okay to the point that you obviously shouldn't be able to mod ranked games or those in that persistent universe, but the conclusion to allow mods for singleplayer only is flawed as it doesn't take the existence of custom games into account. I believe this statement makes clear that they, unlike SupCom, won't allow UI modding in Demigod for ranked games and I think thats good. And yes there is an

19 Replies 9,948 Views

he doesn't wants to get the point back, just that he can cast skills on a lower level than he could so he spends less mana on that skill. I can see a point in it, but I don't like it very much, overkilling is the price you have to pay for stronger spells. (I could imagine a rather Expansive Item which allows you to reskill though, but could li

9 Replies 2,538 Views

Demigod won't be a truly epic game if we don't end up with some unintended game mechanics / gameplay bugs which improve the game so don't polish it too much. *hints at strafe jump in quake , stacking/sliding workers in starcraft. What I mean is that each unintended behaviour should be evaluated before being removed just because it isn't in the design docs.

28 Replies 16,579 Views

I think I wrote something like that before and I totally agree. I think there should be both active items/consumables which give temporal stun immunity and passive items which give either a chance of not getting stunned or reducing the length of a stun. something like: Shield of Sturdiness : you gain stun immunity, mana cost for activation 1000, mana drain per second 200, stops working once you deactivate it or you don't have mana left

26 Replies 4,650 Views

Regarding Map Size : the Waterfallmap is a map with the Size 512x512 (10 Kilometers in Supreme Commander I think) but only uses about 160x200 for the actual playing field the rest is void. As the Supreme Commander Engine supports maps up to the size of 4096x4096, which is 64 times bigger than 512x512 and about 550 times bigger than the size of the actual used map size for the level, there is plenty of room for bigger maps. I doubt we will get a 4096x4096 map but surely bigger maps tha

42 Replies 79,582 Views

I don't think that new or average players are necessarily whining when they complain about imbalances and I hesitate to distinguish between "perceived" and "actual" balance. for them it is "actual" balance as well as it happens in their games. (I am not speaking about whining because they just don't know how to counter it, but knowing it and lacking the skill to pull it off.) Things which can be balanced for top players can be horribly broken for average joe in the same time, t

70 Replies 29,335 Views

its hard come up with something entirely new nowadays and as long as it isn't a bland copy of a succesful game (which Demigod surely won't be) just to make money it is okay, I mean Blizzard itself is known for taking the best elements of other games and combining them to an awesome game with lots of polishing. I also think its just fair of them to say "hey Demigod has been influenced by Dota, Footmen Frenzy, Battlefield, RTS games and RPG games."

84 Replies 185,490 Views

15^2 distinguishes between Rook vs Torchbearer and Torchbearer vs Rook, but they are the same matchup from a neutral point of view. Well I guess I wasn't all clear what I meant with "unique Matchup", I consider it unique from the neutral point of view while of course for the players there is a difference between rook vs torchbearer and torchbearer vs rook and that would be indeed 225 matchups. Gabberkooij, there is no reasonable way to mathematically solve even less to simulate it

20 Replies 17,107 Views

I think the following is quite interesting, especially for those who say that Demigod needs 358585894190140489 Demigods to be varied. Okay so lets assume there are 15 Demigods which is about the number I expect to see, with 9 Demigods already confirmed (assuming Vampire Lord and Oak aren't the same Demigod) . Case I : One versus One. Number of Matchups in total : 15+14+13+12+11+10+9+8+7+6+5+4+3+2+1 = 120 or more simply written ((15+1)

20 Replies 17,107 Views

Timmyfred, as I said the advantage is mainly psychological, also my comment was only about that one point you mentioned. Furthermore your "additional info for random players is unfair approach" assumes that Demigod will have a perfect balance were every random mix of 5 demigods will be as good as a picked and balanced Demigod Team. I would be very surprised if Demigod will end up that perfectly balanced.

46 Replies 111,186 Views

timmy, so the advantage is that I have to know all 14 matchups vs sedna and you have to know all 14 matchups with sedna vs other heroes - I don't see the advantage there. (14 is just a random number). also I don't see why there should be any difference between custom- and auto-matches. Your view is inconsistent on that point.

46 Replies 111,186 Views

effectively you are eliminating random from competitive game then... as a side note : random players are usually the most unbiased players when it comes to balancing and also lead to innovation in playstyles

46 Replies 111,186 Views

because you have the disadvantage of getting a random demigod. Its a long tradition in RTS that you get something as reward for that : your opponent doesn't know what you are until he scouts you, supcom failed badly at this and as a result nobody played random.

46 Replies 111,186 Views

hopefully, you are well aware that general concepts is nothing which can be legally protected, so things like "hey I build a car, nobody is allowed to build a car but me" just don't work. Blizzard itself is a very big and very good copycat, in fact every art is mainly copying, be it games, paintings, sculptures, movies, music, stage plays.

84 Replies 185,490 Views

TheKop in Dota there is only 1 type of different hero. Their is no general type hero in dota who builds his own army (an army not 1-4 minions) and barracks.

84 Replies 185,490 Views