Actually, you'll make more concentrating on creeps then spending time trying to take down a rook, particularly ones with a couple of health potions.
Odit
Traditionally (Final Fantasy, WoW, Dota) items with penalties and bonuses are avoided. They are very situational and players will more often choose bonus items only rather than building their character and inventory in a way to support the penalties incurred.
Allright, The plan is to make the 8 to 10 Demigods (as sited in latest shack interview) customizable by skill/ability choices. Thats all fine and dandy. There could easily be 2 or 3 typical builds of each Demigod with a number of mixed builds to cover inbetweens. Normally min maxing has the greater competetive payback, but I diverge. If there is to be nice Demigod Customization, Please continue to show these visibly. I don't mean mouse over, or selecting the De
What was interesting is that only the gameplay froze. I still had access to all of the menus, the music was still playing, but the gameplay was comepletely frozen like a still shot.
Same here: EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x008547b7 attempted to read memory at 0x00000000 Program : C:\Program Files\Stardock Games\Demigod\bin\Demigod.exe Cmd line arguments : Callstack: Unknown symbol (address 0x008547b7) Last 100 lines of log... warning: TaskName="BuyItemTask" warning: } warning: Attempt to buy invalid item warning: Unit = 2097152<
Innociv, I made a post in another thread before I got to this one (amazing how quickly the posts add up). In any case, I like your idea. Its good, relatively simple, and intuitive. 1st point - I'd really like everyone to be able to see everyone's items. To make it even simplier, I'd like to see the Demigod's base stats (including attribute bonuses) + whatever lumped bonuses from items: i.e. :mouse over Regulus: Damage: 137
Gold and experience are motivating. Seeing immediatly what we are getting is good. Yeah, you may memorize eventually that X creep gives Y gold, but its much more rewarding having some visual representation.
Recipes give upgraded items a name and meaning. In DOTA, you can upgrade Necronimicon and Dagon several times, but it doesn't have the same pzazz as say building towards a Burize. Yeah, I know I'm in the minority here. Innociv really dislikes Dota and its recipes and he's alot louder on these forums then me and many others. Regardless, I like recipes and what they add to DOTA. Perhaps its grown to complicated and so its confusing for a new player. H
Oops! Not sure how it happened, but please move to Beta Feedback Forum.
I erronously posted on a few threads that tab would show all health bars permanetly until tab is pressed again. I must have misclicked the first time it happened and thought it was tab. It is actually the tilda key. Sorry for the confusion. Press tilda for the health bars to show up on allied and enemy units.
With the way things are currently going (8 demigods at release) I like the idea that the demigods be unique per side. In other words, both light and dark sides may choose from the same 8 demigods but there cant be repeats in the same team. For example, I'm playing on the light side in a 4v4 match. My teammates choose regulus, torch, and unclean beast. I can play any of the other 5 Demigods but not one that has already been chosen. The dark side may choose
Been sitting the side line lately on this topic, mostly because this is beta 1. Going to wait till Beta 2 comes out before passing any judgement.
Fire rain has a shorter cooldown then ice meaning that right around the time the third wave is done you can cast it again. Keeping the flame going. Rook is IMBA currently. Lower range (he can hit enemies beyond FOG!) or lower stun duration, Cool down is decent as is if the others are changed. Lower damage on slam. Sure he's badass, but an AOE strike that takes a minimum of a half a health bar...? I don't see how anyone could beat a team of Rooks right now
Did you create a profile?
I pretty sure GPG intends to do some of these, but just didn't worry about it for beta 1. (or maybe even took it out). My GUI/interaction suggestions so far: 1. For betas, please include mouse over stats display. Since we will be helping you balance the game, it would be good to see what the units stats are (and opponents). If it works out well, then maybe it can be adopted for final release. Also, the cursor is blocking the view in current mouse-over.<
FYI, pressing tab in game will show all health bars until tab is pressed again. Camera angle can be changed by holding spacebar and moving mouse. OP, you have no case since you've never played DOTA0. Please never say " Demigod is not Dota" ever again. Banned. [e digicons];P[/e] In all seriousness, there is no reason to put down another game just to make this game look better. It is still way too early to compare this g
First and foremost, Lets recognize that this is the 1st beta. Alot of features, demi's, maps, etc were taken out. The point of the beta is to find critical bugs and problems installing and running the game. That being said, I agree with the OP in many respects. Alot of balance is left to be done. Watching a 3,000 hp lvl 15 rook take damage for a few minutes, only to have him pop a healing potion and wala, back to form is a bit annoying. I agree th
FYI, hitting tab will show all health bars (until tab is hit again).
Only distinction at this point that I see is the little red gear thingy if its an enemy demigod when you mouse over.
agree with OP completely. Someone really likes the rook!
ah, i believe its a targetting/pathing issue. What I have noticed is when I select an enemy to attack, if there are guys blocking my direct path to them and I'm out of range, I'll just sit there. I have to actually click out of the creeps, move a little closer manually, then attack again. The Rook AI seems to like to hang back. Some Creeps get sporadically stuck in the map and quit moving forward. The worst though, was in a game where my AI partner stayed at th
No problems downloading, install, or running the game. Happy is we. Also learning to take off my dota glasses.
[quote who="LazySumo" reply="5" id="1862494"]HOLY CRAP! LUA?? Dear Stardock please oh please tell me that we can write LUA mods for this game? PLEASE???? Hell, if you need someone to help shepherd the LUA community I'll volunteer right now. (and all the other cute smilies you can think of!!) [/quote] lol I have this mental image of a dancing sumo wringing his hands and begging for a treat.
[quote who="enigmayshi" reply="6" id="1862438"]Thats alittle disheartening I had been hoping Demigod would use multi-monitors after hearing that its based off of the Supcom Engine. Can't say how nice it is to have one screen zoomed entirely out as a massive tactical minimap.[/quote] something for the missus to enjoy :)
Since your Demigod is competing with the other Demigods for ascension, does that mean you finish off the other demigods or you just gain power by completing tasks (ie destroying enemy bases). If you have to off the other Demi's, does that mean there will be a cut scene after you've destroyed an enemy base to where you finish off a demigod (rated T for teen eh...). I'm curious how they will implement this. I think the way the maps are set up, each of the locations are set a