I disagree. I'd rather have the player not be replaced and his gold dispersed to the team than have an AI replace them.
PossiblyImpossible
I'd go nuts if my internet were limited like that.
Interesting idea, but I'd prefer even more to see maps with multiple elevation levels, and when you're on one level you can't see the other (unless an allied unit is there). There'd be fun ways for players to take advantage of elevation in that case.
They'd still be worth nothing, and making them be worth nothing at all would be weird. The best and easiest option IMO is to just allow players to turn them off. Even if the AI were great it just seems weird to me to think that I could be playing a serious rated game, a player drops or something, and then an AI takes over. Serious matches should always involve players, not AI.
That would be interesting, but I'm not sure how viable it is. For now I think our best hope is an option to turn off AI replacement for games with players experienced enough for it to be a hindrance rather than a help.
[quote who="Gabberkooij" reply="15" id="2122780"] Ok, so now we want to create Demigod in the Unreal 3 engine?[/quote] A.Z. is right, you're intentionally misinterpreting him and shutting down his suggestion, which is all too commonplace here. I'm pretty sure his point is that the maps are so flat and basically 2D (they're like wacky chessboards). There's a lot more they could have done in that sense.
Please give us the option to turn off AI replacement when a player leaves or is disconnected.
I think if you look somewhere between what A.Z. said and what Blitz said you'll have a pretty decent estimation of the game from what we know now.
The problem with targeting casual gamers is that by definition they don't stay with games for very long. You can count on casuals to go out and buy a lot of games over the course of each year, but they'll only spend enough time with each game to have some fun a few hours a week and then eventually move on to the next thing that sounds interesting. "Hardcore" players might make up a smaller portion of the playerbase, but they'll be sure to buy expansions and keep the game going.<
if a player leaves he will be replaced by a cpu controlled unit and completely mess up his team. ;)
I think we have to wait and see what kind of community we get size-wise and attitude-wise with this game before we start talking in this sort of depth how competition is going to be structured. The game would have to be really huge for the kind of measures you're talking about. Right now I think it's optimistic to hope for something along the lines of Age of Empires 3: decent sized community, tournaments now and then, possible involvement in WCG, RTS league for clans, etc.
Some basic guidelines for an "e-sport" or competitive game: 1) easy to learn, extremely difficult to ever completely master 2) simple in concept, complex in details 3) fun no matter how skilled you are 4) easy to tell what's going on when watching 5) lots of structure / support for competition (ranking, statistics tracking, tourna
Yeah, I'd love to try my hand at designing some maps for Demigod. If you take a look at Starcraft, the most popularly played maps now, many years after the release, are usermade ones. Giving users the ability to create their own content is the best way to ensure ongoing content for a game, as opposed to continuous expansions from the developers.
[quote who="WarlokLord" reply="3" id="2121296"]Allow the game setup toggle of randomly selected Items available for purchase, at all shops. Items would be chosen completely at random from an Item archive/database. Different Items might be in the shops therefore each time you play. Sorry if that wasn`t too clear in my original post.[/quote] Oh okay, now I understand what you're saying. So you make which items are available randomized, so every game the s
[quote who="JinxOfSin" reply="21" id="2121491"]While the community is no doubt important, let's not kid ourselves - ultimately the game itself needs to play like an e-sports game to be a successful e-sports games. While worms might have ended up in the tourney, it's still not considerred an e-sports game and is more of an aberration than a demonstration that any game can be an e-sports game.[/quote] I agree. My main point, though, is that the game won't ever
[quote who="Evanescent" reply="19" id="2121280"] I think everyone is jumping the gun a bit here. If you like the game so much then just wait until it's released and then enjoy it as much as you can for as long as you can instead of trying to predict a future for the game that is currently very uncertain.[/quote] I know what you mean, but I also believe that the community needs to have a direction and purpose in mind for the game in order for it to reach that point,
Enable items that remove skill from gameplay option? :P Your suggestion is extremely vague. What kind of items are you talking about? I think it's obvious you're being totally sarcastic and are instead suggesting that those items simply be added to the base game. If you're doing that, why don't you actually throw out some more specific ideas / guidelines for these kinds of items? I agree that the purchasing "game" at the moment seems rather for
Here's my initial review: The game is easy to jump right into, has a very small learning curve, and is fun pretty much from the get go. Current balance issues will need to be addressed for this (the fun factor) to be at all true once people play the game for more than a few days against other players. Further balance and gameplay tweaks will be necessary to give the game greater depth and longevity, but the base product is there, and it shows a lot of promis
Would be interesting but not implementable at this point. Plus, there are probably better ways to introduce micro / depth to the game. I'd be satisfied mainly with changing many of the skills to have higher difficulty of use and greater risk versus reward.
I'd let you know, but I've been mainly playing the game at college, where the ISP is Comcast and the network is...well, I have no idea how it's set up. But in case that information is at all useful to you, I'll tell you that I am able to connect to games most of the time, but I would not say almost always.
While it's true that at the highlest level of competition some people may take the game too seriously, a serious competitive scene is necessary for the continued interest of the playerbase in the game. Sure, casuals who don't really care about watching replays or posting on forums and just play random matches or with friends won't really mind one way or another, but for the community to stay strong and cohesive and active, a competitive scene will be required. It's not so much tha
[quote who="Hilving" reply="15" id="2120561"] The reason behind this, is because I feel it's better for the Demigod community to stay on the official forums, rather than just spreading out to different uploading sites. Plus, I like the community here. [/quote] If the community on the Demigod official forums is better than on unofficial fansites, I would be amazed. Official forums, in my experience, are very rarely better. They're best for ge
[quote who="ToxDrawace" reply="19" id="2120448"] Quoting Daikaze, reply 16I think that after a stun wears off the player needs to recieve a buff that prevents stuns for a short period of time (maybe ten seconds). This has come up in another thread that I can't find at the moment. If I come across it again I'll link it here.[/quote] It's come up in various threads, most noticeably the "Game Breaker" thread made by Ke5trel.
Keeping track of how each Demigod does overall and specific stats will be helpful for game balance as well. See which Demigods are used most / won with most at upper skill levels, which ones dominate noob games, which skills are used most, etc.
Yeah, it would be nice if snipe took a bit more skill. At the moment it's just cherrypicking from afar