[quote]Also although Tiny is a great hero his combo toss and toss itself are pretty advanced for a beginner along with Earthshaker. I would recommend Tide Hunter like you did. I think Rooftrellen is a great starting strength hero. Also, Axe is a very good hero to learn with. I also think Juggernaut is a great hero to learn with. Anyway, I might jump on IRC and see if someone wants to play.[/quote] Agreed, Roofy is also a good str hero to learn with once the new player figures out h
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They have said they have some exciting things planned for single player mode. Maybe online co-op would be snazzy depending on how the single player pans out. That could be structured for a longer campaign mode. As far as true multiplayer, I wouldn't want to jump in an arena as a low level hero were other high level heroes are already playing. Usually, higher levels in other games gives such an advantage that the low level character would just end up feeding the high. The
I knew this well of information would dry up eventually. Can't blame a guy for trying. :d
I'll jump on that band wagon. Especially when Beta is released. All hail John (and Nate for giving us an inside perspective). Good stuff all around. Everything I read seems like a positive feature. Not to steal thunder from future journal entries, but how are the heroes shaping up? We've seen several screen shots of the rook, a few of the torch bearer, lizard assassin and perhaps a sniper(?). Its appears that there is some individual customization with each of those (tre
Hmm, I guess I'm just trying to picture these things on the battlefield. Looking over the screen shots, it looks like the general battle starts off small. Maybe the AI creep spawns in waves, not sure. As battle progresses more and more units spawn in and also progressively bigger units (either AI or general controlled) start appearing. I'd assume the large lizard ballistas are slower than the smaller gnolls, though maybe they cover more distance in large steps. The Rook and other
I'd say -apem is probably the best mode to practice on. em (easy mode) is a good mode to learn on. You don't depend so dearly on getting hero kills to stay caught up with the rest of your team. The added money will let everyone have a better chance at trying out items and recipes. The extra experience + money will also shorten the games. -ap (all pick) will allow everyone to pick and practice the same characters before moving on to new characters. There are quite a few
Demi-god looks to draw from many of the WarIII custom maps not just exclusively DOTA. Similiarities to DOTA include: 1. Picking and controlling a single character (assassin route)\ 2. Character levels up through gameplay. 3. Items can be purchased to increase characters abilities. 4. Gameplay consists of 2 teams with 1 to 5 players each attacking opposite bases. 5. Object is to destroy the other teams main base (stronghold). 6. Stationary defenses deter e
Nate, you've just become my new hero. Again, thanks for replying to the questions. I see where your coming from with the flat battleground for the early stages. I'm curious as to what the flat terrain has stimulated :imagines huge boulders rolling through tons of lowbies (see Lord of the Rings): Once you guys have it prettied up to your liking, let us know and we will be happy to run it through beta. Since gameplay started with white boxes, there was no limitation as to
Awesome. Thanks for the reply on layout. The levels are beautiful, particularly the backgrounds and I'm a big fan of the geometric designs (the sun stone is great). I'd love to see more terrain and doodads that may play into to Line of Sight or Cover rules. Perhaps some ups and downs instead of everything flat? Graphic-wise everything looks amazing. Honestly, looking at all the big hulking figures, it just seems that gameplay will be slow and clunky. Of course, thats thinking in th
Also like to add thanks for your post. I feel like we've all been starving for more information on the game, the beta... anything. Its always good to hear from people in the know, even if you aren't able or allowed to give us all of the juicy details. Do you also have a large role in level design?
I'd suspect there are still pulling out of the white box. Elevation differences on the actual playing field in addition to cover/terrain/doodads may come later. Of course, it may be they want to preserve the chess arena feel where gods look on the bloody playing field created on top of the Tower of Babel. Most of the battle grounds look like some elaborately constructed, perfected, architectural gem. I think roughing them up a bit would add variety. For instance, the Sun Dial
Actually, in its current state, the game has a chess theme to it. Simple board with opposing sides, equivalent pawns and other pieces, equal goals (stronghold).
My guess is the screen shots are based on the early build of the game. The maps are flat to see everything, and get a developer's perspective on how everything will interact. I agree with the OP though and Sol_Invictus. Once the gameplay solidifies, the maps need more variety other than geometric flat shaps and should contribute to the experience. Looking at DOTA, alot of the gameplay depends on jungle/gorilla warfare with cover, line of sight, ambushes, and retreating al
COD4 is my latest foray. Been playing on the PS3 for a change. Before that, all my FPS's (except a small bout with bond 64) were on the computer including, Wolfenstein 3d (original), Doom, Quake, Doom 2, Doom 3, Unreal Tourney 99, and 04, Half life and sequels, and FarCry. I love the realism of COD4 and the modern theme. SciFi shooters are fun but disconnected. COD4 multiplayer really takes off when you join a clan, or play on Gamebattles or other ladder play.
Jumped on board today. Big Dota fan here. Used to play DOTA everynight for a couple of years until the missus put her foot down. Now getting my kicks off of COD4 (PS3). Looking forward to the Beta. Guess there hasn't been any word on when the Beta starts or when the cutoff date was or will be...?