[quote who="TheBigOne" reply="11" id="1890515"]funny that you mention 200ms as this is the amount of netlag Demigod has by default - Warcraft III on battle.net has 250ms btw. If you really experience a half second of delay that must be a bug or something. However for Singleplayer games you can change it with the command net_lag xyz in the console - push ctrl+~ to open the console (at least if you have english keyboard layout). [/quote] That's a
Vanguard
[quote who="NwExilon" reply="17" id="1891077"]The SupCom engine has always been laggy control wise. [/quote] I can understand that, but when you're telling the 200 planes in your air force to invade something, they don't all arrive at the same time anyway, and the average unit was pretty disposable anyway, and there were plenty of other issues for you to turn your attention to in running your base/army after issuing your orders, so I think the delay is much more tolerable.</
[quote who="taltamir" reply="9" id="1891092"]MMOs are not supposed to be fun, they are a crappy job that you pay for. (or if you are chinese, you get paid to do). [/quote] Even among those, Age of Conan stands out as being terrible. It is not any kind of exaggeration to say that beta 1 of Demigod is more polished, bug free, and playable than AoC is now after release and then months of patches.
Whatever is fun, convenient, or adds depth should come before being "realistic."
[quote who="WarlokLord" reply="6" id="1890344"]The Demigod characters are larger-than-life beings... I do not expect nor want surgically precise controls over them.[/quote] I don't understand, you're saying that you want intentionally imprecise controls? Certainly I can find imprecise controls tolerable to an extent, but I would have thought that more precision was always better. Anyway, I understand if you don't want your characters to dance around evading attacks like
[quote who="strikersgun" reply="1" id="1890268"]its lag [/quote] Even when I'm playing offline against the ai?
[quote who="X-Raider" reply="4" id="1889919"]I think that if they just lower the minotaur and archers size (b.t.h personly I think archers should be minotaur with bows) [/quote] I personally don't think this would help. I think it feels like the minotaurs are small rather than like the Demigods are gigantic, and I also think that removing archers would make the armies feel more generic. An army which is 90% composed of little minotaurs isn't as interesting to watch&nb
When I tell my character what to do, there is about a half second's delay before he starts to actually do it, even when everything else in the game is running smoothly. Is this designed to sort of counteract the effects of lag or is this something that only I'm experiencing? If it's the former, I have to recommend that that be turned down a bit. It's fine for something like Supreme Commander where you have hundreds of units you command all together, and where the performan
What's the harm in assigning skill points? You can't actually use any of the abilities until you respawn.
I think you'll have to wait until beta 2.
[quote who="EricW." reply="12" id="1888866"]This is an issue we're aware of -- I agree that it's too difficult to tell who is who. We'll be making some changes that'll make it a bit easier to tell who is enemy/friendly. [/quote] Sweet. Glad to hear that.
I haven't seen any in the beta.
[quote who="WarlokLord" reply="8" id="1888321"]I would argue that being able to make judgements on such dynamic game elements is part of being a superior player - you gauge the effectiveness of an item versus its price. You can`t simply go online and read a competitive walkthrough somewhere, then suddenly play equally as well as any other player simply because you know what to buy and what not to buy, and in what order. [/quote] I don't necessarily disagree with that statement, b
I would prefer if they just make the items balanced and varied enough that adapting to your opponent's choices is more important than buying the "best" set every game. The randomization would be interesting and add variety, but my understanding is that GPG and Stardock are trying to make this a big competitive game, and my experience with crazy overly competitive players is that they usually don't like random factors because they want a pure contest of skill. I personally woul
It's there because it isn't being cleared from the screen like its supposed to. This has been reported before, but I'm not going to jump on Mercury's back for trying to help out.
If you watch some of the commentary the developers of team fortress 2, they said that they designed the shape and coloration of every character so that you would be able to easily identify any other player immediately and from a distance. I think it would be good to follow in these footsteps. As of Beta 1 in Demigod, the different playable characters are different enough that there's not much chance of confusing them, but it could definitely use more differentiation between those
Yeah, the devs have said that they are going to do this, and it's just not in this stage of the beta.
I don't think there's any reason why you shouldn't be able to do this. It's a nice convenience factor, and you may as well have something to do while you wait for the long respawn times.
Oh wow, that's why those disappear? I was wondering what it was, but couldn't figure it out. Good catch!
I kind of get the same feeling as you guys do regarding scale, things don't feel as massive as I'd like them to, but I think that a lot of it is a combination of these things interfering with the actual gameplay, and not being feasible to do while maintaining reasonable system requirements. For what it's worth, I think the tower reaching above the clouds that you fight on for the beta has a nice dramatic feeling of being truly gargantuan. Edit: I think Demigod's scale fe
Hey, I thought I would put all of my thoughts and ideas on the skills in this game all together in one post. The first issue I thought I would mention is the scaling of skill powers. As you level up your stats and purchase new items, your character's standard attack damage increases. Your skills' damage levels have a much more fixed cap on them, and there does not appear to be a way to increase that. For example, if I remember correctly, Regulus's snipe attack does 6
[quote who="innociv" reply="8" id="1886222"]no.. all +dmg items would work with it. And it's jsut with that skill. What if a rook wants to use towers and crap? You assume it's imposible to make other similar skills that synergize with items and that the game won't be balanced. [/quote] Not impossible to balance, but much harder. SoG is a really intense boost, and then you have things like those +200 damage gloves, another intense boost. When you combi
I think they should keep the amount of xp any given monster can give out at a set amount, like it is now, to keep the metagaming down. If they're worth more exp as a total when killed by a team than an individual, it's wasting exp to fight alone. In other words, if a team of 2 gets a combined total of 6 exp rather than 4, as suggested above, then forming such groups would give the players an unnatural advantage. It would probably only be really relevant at the beginning
As far as I know it's too late to get into beta 1, but you should be able to get into beta 2 when it comes around next month.
Hey, I was playing an ice focused Torchbearer, and upon reaching... I believe it was level 10 I put a point in his frost nova skill. It used up the skill point, but did not give me the skill and would not let me buy any other skills. I couldn't use it from the quickkey, or clicking on it, and it was not lit up on either of my skill lists. Interestingly enough, upon gaining another level, the game then told me I had 2 skill points, and let me buy the frost nova skill and anot