Odit

Odit

Joined Member # 3215241
0 Posts 3 Replies 138 Reputation

Good post eternal cat. Sums up alot of nice points well. Nowadays if someone makes a scifi real time strategy game, its considered part of a genre (command and conquer, starcraft, heck even dune) rather than a rip off a previous game with updated graphics. Perhaps Demigod is starting a new genre that falls nicely in with that of DOTA. Time will tell. Again, I also hope that the Demigod community does not become sour with the influx of DOTA players. I think the matchmaking

84 Replies 185,277 Views

Wow, I feel graced to be able to post in the same thread as the best player in Dota, and the future best player in the beta :SURPRISED:

11 Replies 5,424 Views

Fine, whatever. You wanted a reason why picking random should give an advantage. Obviously you'll never be convinced regardless of what is written. Again, the advantage is incredibly small and encourages diversity. Go ahead and be one of those players that picks the same hero everytime. No one is making you do otherwise. This option has worked well in other games, is not overbalanced, and provides a nice element to the game. Your opinion is what it is. Mine is that I

46 Replies 111,092 Views

In Dota, the "lead" is really very [B]small [/B]in the case you get a good hero and would balance out for when you don't get such a "good" hero (good being relative to the player's tastes). In any case its simply a small incentive to branch out and try new demigods.

46 Replies 111,092 Views

Increase the cooldown and make it an ultimate ability. Or in other words, you empower 1 of your 3 or 4 skills and it has an ultimate effect, giving you 3 or 4 different ultimates (shared cooldown). Another application would be very similar the the Invoker in DOTA, in that you combine skills to produce results. I think they went over the top with the possibilities for invoker, but for demigod, keep it simple (2 combos). In essence, click combo (ult) button, select skill 1 and skill 2

2 Replies 1,471 Views

Its all a question of balance. If every member of your team picks a demigod with a stun ability (and I'd hope that not all demi's get one), then sure, you should be able to stun lock any opposing enemy demi god to get the easy kill. This is an easy kill and some teams may be inclined to min/max to get this type of combo. However, they are giving up that skill slot for stunning that could be used for something else. Perhaps an AOE nuke, a buffing aura, etc etc. The way the team uses their sk

6 Replies 2,049 Views

Lets look at the 3 teams first. It would work with an equilateral triangle, with each teams base in each of the corners. Now, draw a line from each corner to the middle of the triangle. This is the center. Each team will have 3 creep lanes, 1 going to each corner and the third going to the middle. If there were no demigods in the game, the creeps on the outside lanes would stalemate in the middle of the lane and the center would be a 3-way stalemate. Now with Demigods, things change. You

13 Replies 3,173 Views

[quote]I've always seen random as an entertainment choice, not a tactical choice, it getting an advantage or someone who chooses their demigod doesn't make any sense. Especially when you consider they've said for ranked games everyone will start on a level playing field at the beginning of the match. I know their comment applied to Demigod's themselves but why should it be limited to that.[/quote] I can really only answer this by comparing it to DOTA's system. Perhaps the heroes aren't

46 Replies 111,092 Views

[quote]wtf? windexglow. are u f***ing retarded?one thing DotA very old so complaining about its concept or its appearance is stupid since it was one of the first to try it at that scale. then u said u got "kicked" but in DotA that can't be because there no way of kicking a player without the player willingly quitting the game. if u say that its concept sucks then tell that to the hundreds of thousands of people that play it. even though it isn't really that popular in the US its played by almost

84 Replies 185,277 Views

Putting some time into Sins (bought it just to try out a Stardock published game), Ranking up my PS3 COD4 account (lvl 7 prestige currently), Playing some DOTA (half AI*, and half bnet), Reading some Twilight (at my wife's request) Watching some Olympics (loving the soccer channel on DISH), *on a side note, all of you out there who are having troubles learning DOTA due to the intolerant community, got to http://www.getdota.com/ai_maps and download the latest AI map.

35 Replies 22,104 Views

er.. who says there's gold? ya ya, I know, there will be items and shops, but maybe our understanding of economics and currency is not going to apply directly to an arena where demigods come to play. In any case, there will have to be some economic system in place to allow for purchase of items and upgrades. How you receive the means to do so is a good question thats hard to debate at this point without knowing what is currently in place. Perhaps there is a constant supply of wealth

29 Replies 10,278 Views

I wasn't part of the previous stardock betas, but I can't imagine they are going to look at the logs and simply choose users based solely on how many bugs they have found. Even now, if you have been on these forums, you have a good idea of the active particapants and the helpful posters. Similarly, I'd like to think final beta testers will be those who are active, helpful, easy to work with, and/or good at playing the game. Course alot will depend on how many participants ar

58 Replies 140,714 Views

From everything that has been released that I have read, you will [B]NOT [/B]control the team units that spawn from the portals. The RTS part comes to play when you choose a general type demigod. Then you can create buildings, create your own units, and have full control over their actions. These units are in addition to whatever units the AI on your team produces and controls. As an assassin type demigod, you only need to worry about your 1 single unit.

126 Replies 55,983 Views

[quote]n of Thorns for instance, and then have access to various plant like parts you can use for a few different stock animation types. In essence, you could make a King of Thorns or a large vine beast (like taking the Uncean Beast's model and animations with new skins, but dramatically less power). The downside is that is can really confuse people as to what your Demigod is capable of, and like was stated before on Odit's post the 12 standard versus the 70 in MvC is a big difference.

61 Replies 29,641 Views

[quote]1) Thumbs down on any kind of auto targeting. I just can't see how it would be usefull. 99.9% of the time, the computer is going to choose the wrong target anyway.[/quote] Where I could see autocasting as ok, are the Demi General units abilities. In other words, as a general, I create 5 arch-angels. Each angel has a heal ability. Instead of tabbing my way through the different angels to heal, an auto heal would be dandy. Otherwise, I fully agree. I don't think autoca

35 Replies 67,677 Views

I like your proposal simply because there are few skill choices. Dota is much closer to this then War III (think Ogre Magi). One thing to add, I would love to see an ultimate ability that is unlocked at higher levels similar to DOTA. The graphics engine combined with the custom animations (DOTA is limited to what is already in the game) would make ultimates a thing of beauty. Perhaps along the lines of the Titan quest, you can level your basic skills into ultimate/s.

79 Replies 117,240 Views

Seems like half of these threads end up on the # of Demi's ready for release. What it boils down to is they will release as many as they can. Or in other words, as many as they can: 1. get a cool idea 2. agree as a group to do 3. attach skills and abilities 4. nail down the gameplay 5. model, map and render, and balance. I think trying to get the # of heroes as DOTA by release is first of all unnecessary but also impractical. The release date wou

53 Replies 28,312 Views

hmm, if you've been playing alot of Supreme Commander or Sins of a Solar System, then you will be used to your units handling themselves with minimal interaction from you the user. However, if you've been playing alot of Dota, or War III, or RPG games, you are used to doing everything yourself except for passive skills/auras. Since Demigod is a marriage between these 2 styles of games (among others) it will be interesting to see how the auto plays out. I suspect that for assassin styl

35 Replies 67,677 Views

I think Gamebattles has a nice format. Teams are formed, many of the specifics of the match are setup when one team challenges the other, the match is scheduled, played, and reported (by both teams), and the results (best of 3 or 5 team scores) are reported. I think its great your trying to set up something similar for Demigod, however, I would hope that many of the functions above will be incorporated into the game at the time of release. Too early to tell how to design a supporting l

6 Replies 2,267 Views

Orlean, the engine for Demigod is the same that was used for Supreme Commander. That is why everyone is telling you that if you can run Supreme, you can probably do Demigod. Another thing to remember is that the engine has matured a bit, and there will be a lot less units on Demigod then you can have on big Supreme Commander games, thus instead of requiring more, it will likely require less horsepower to run Demigod then Supreme Commander. On a side note, most games run into bottlenec

15 Replies 6,891 Views

Love these journals. Few questions/suggestions: [U] Will health bars always be visible on the screen (enemy units included)? Mana/energy(or whatever consumable medium that empowers the demi's) would be nice too.[/U] For similar games (warIII mods, DOTA, tower defense, footman frenzy) its very nice to know where you need to hit to do the most damage without having to mouse over that unit. [U]Shortcut keys please![/U] Not only for abilities, but for any of the it

53 Replies 116,961 Views

[quote]Stardock has earned my trust and with that I want to support a quality developer like Stardock to send a message to all those "other" developers that consistanly put out over-hyped crap and then ignore thier customer base when they start complaining.[/quote] You do realize that in the case of Demigod, Stardock is the publisher and Gas Powered Games is the developer...? I also have been impressed with how both Stardock and GasPoweredGames are handling the DemiGod game. <

18 Replies 12,509 Views

Thanks for tearing down my post/opinion. Its fine that you don't agree with my opinion, but what is it that you would prefer? Alot of Demi's at release time? Each demi with a unique complex skill tree? Each Demi with a bar across the bottom with 12 different skills that you can spam away with? The games I listed were meant as an example of a game type where too many options did nothing to make the game funner and instead hurt the game. Sure, its my opinion, but I believe it illustr

61 Replies 29,641 Views