scyldSCHEFING

scyldSCHEFING

Joined Member # 3387127
0 Posts 12 Replies 9,570 Reputation

[quote who="DalzK" reply="1" id="2034605"]As much as I was looking forward to Beta 3 I think its even better that we progress a bit more slowly as I dont think Beta 2B onwards has enough testing. Thanks a lot for update I was wondering when we would hear something, much appreciated.[/quote] I agree both that it's a better idea to incrementally improve beta 2 for now as well as thanking the Gods of DG for an update ;)

149 Replies 86,608 Views

Actually, I think the point of the OP is that there should be more closed-beta participants hand-selected from brief applications that seem to be knowledegable enough about the genre and computers and willing to participate enough to be able to give good feedback. I personally think that he might have a point, if it would be reasonable to do this. In fact, the reasons why this game is not ready for open beta are exactly the reasons why I am skeptical about the

43 Replies 26,295 Views

I don't want to be overly pessimistic, as this is still beta, but unless some things about this game change relatively dramatically, I'm starting to fear that it will in the Half-Baked, Undevivered Promises (HBUP) genre. (Edit: I'm saying this solely because the generals do not allow for an RTS style of play at all and for no other outstanding issue with the latest beta release.)

30 Replies 15,247 Views

I don't really feel like making a debate out of this, but "resembling" something and "being" something are two different things, so no your quote of my statement is incorrect.

31 Replies 14,237 Views

I'm a little confused... doesn't the article seem to imply that software that uses Impulse Reator II still requires Impulse to be installed when the game is first registered? Doesn't this only allow for Impulse to not be installed on subsequent installations to, say, other computers for instance? Or what am I missing? [e digicons]<_<[/e] [e di

34 Replies 70,189 Views

[quote who="Vundarbread" reply="13" id="2032448"]I think it's been said here plenty already, but there is more to the team than the citadel upgrades. That's what the favor points seek to reward. There are a ton things involved in enabling your team to win. Destroying structures allows you to strike key positions. Killing Demigods cuts down on your team's opposition. Buying citadel upgrades defends your team while giving them some extra power to push with. Capturing flags provides bonuses and

19 Replies 9,127 Views

There is nothing RTT about this game, since there are no tactics involved with your minion units. As I said, at most you can position your disorganized minion cloud independantly of your demigod on the map, but that's it. There is no interaction with the environment, there are no battle formations, there is no degree of autonomy of your units, etc. The only way it at all resmbles an RTT is that there is no base building and a relatively small number of units. Aside f

31 Replies 14,237 Views

[quote who="Insanetitan" reply="8" id="2032026"] *Honestly, DG, DoW2 and WC3 have lost the feeling of a real RTS IMO. But if you can call DoW2 and WC3 RTSes, then DG applies as well.[/quote] I completely disagree. True, WC3 is not a pure RTS, but it still has the feel of an RTS, as its interface allows for management of individual troops. This is simply impossible with DG's interface As others have rightfully stated, DG's gameplay is extremely R

31 Replies 14,237 Views

thanks for the update. thanks for the picture of your coffee machine; it really helps me know what's going with the game's develop [/wanton and gratiutous sarcasm] PS I lust after your coffee machine. I want one for my workplace. [e digicons]:drool:[/e]

23 Replies 67,873 Views

As the name implies, "netbooks" are really suppose to be extra small computers whose purpose is to let you connect to the Internet with little fuss. Installing a ton of applications and games to bugger the system and bog down boot-ups really defeats the purpose of having a netbook in that sense. So, no, you won't find a gaming netbook, and if you do, it's really a notebook rather than a netbook. Get a notebook if you really want portable gaming.

37 Replies 115,328 Views

In my opinion, one thing that would make the game a bit more playable would be clearer visual feedback. Clearer casting animations are neccesary to make interrupt and stun skills' use more strategic, and range indicators and health bars should be visible at all zoom levels rather than only clearly visible when zoomed in. Well... I don't know if this requires anymore elaboration. Thought?

2 Replies 760 Views

[quote who="DatonKallandor" reply="11" id="1984688"]I agree that his finishing spec does not scale well - up until the very late game, his finishing works fine. But Snipe should in no case be mandatory.[/quote] You're right. I take back what I said. I still feel, however, that Regulus's raw stats do scale a bit too well...

22 Replies 51,145 Views

[quote who="Frogboy" reply="13" id="1984377"]Or maybe war rank could be tied to something other than the clock. I like that.[/quote] [quote who="Klaleara" reply="15" id="1984428"]Maybe the flags should scale per the map. Say a smaller more King of the Hill map might have 1 experience flag with x3 or x4 xp. While a larger map might have 2 1.5X xp maps, and with both of them, thats 3x XP.[/quote] Yeah. Again, it comes down to momentum never shifting definitivel

66 Replies 25,932 Views

[quote who="DatonKallandor" reply="10" id="1984290"]Time at the moment. War Rank grows in a linear fashion, equally for both teams. Probably not optimal. (and a UI indicator for War Rank would be really nice)[/quote] I see. Maybe its experience could be tied to map flags...? Also, since Daton said in another thread that this idea is "actually really brilliant".... :p [quote who="scyldSCHEFING" reply="4" id="1984246"] Alternatively, the relative amount of gold fro

66 Replies 25,932 Views

Also, the interface really needs to be improved to allow for a more RTS-like style of play. That's just not possible now. [quote who="TheBigOne" reply="7" id="1984185"] totally agree there. I think main reasons for that is that additional creeps must be bought which not only costs gold but gives your opponent an advantage (more money and xp) and those creeps don't actually do enough do push the enemy fortifications. Especially not the additional minos and archers which are

66 Replies 25,932 Views

1. 100% agreement. As it is implemented right now, the interface cannot support any RTS style play at all. For the time being, it just seems like a Diablo-style interface with some limited RTS commands overlayed on top, and it just isn't doing the job. 2. I agree that casting animations are definitely needed. Otherwise, skill interupts are just a guessing game. As for the spell reflection ability, 1 second is way too short, even for "timing skill-ba

6 Replies 1,996 Views

[quote who="lprometheus" reply="8" id="1983973"] How about giving it a little more time before making such outlandish claims. Your black and white statements come off as quite childish to me. First Childish I think not realist more like it. A game like Diablo, Star Craft, War craft, and Supcom are fun because character class or race can win and compete. And time how much time do you need this game is due of the shelves in three mouths. What you have here is total stun fest ascending

26 Replies 4,133 Views

Yeah, I would like this question answered too... the spawn flags' purpose is pretty obvious, but the "valor flags"...? I would guess that celerity flags affect the creep respawn rate?

1 Replies 2,812 Views

[quote who="landisaurus" reply="4" id="1983449"]I disagree. I feel it is balanced out oak's lack of other killing moves. I mean I guess he isn't an assassin, but I Feel like he still gets a short of the stick otherwise. Once he goes into it all you have to do is keep him from killing you for a few seconds,. and you know then he will be dead. Maybe I've just played too much dawn of war where the necron lord does that, except he doesn't die as part of the proc

26 Replies 4,278 Views

I agree. The way that the game is designed now, with very hard-hitting, very durable towers that are permanently damaged and permanently destroyed, the big burst of unstoppable damage from Last Stand is unbalancing. You basically win after dealing a pre-defined amount of damage to the enemies structures, and what the Last Stand buff is allows you to rack up damage points with no opposition possible.

26 Replies 4,278 Views