Putting any limit of hours played in order to unlock something seems a bit silly. 200 hours sounds pretty decent though for a game. But more would appeal to the hardcore gamer. Or none at all would keep me playing this game [e digicons]^_^[/e]
Fire-Ice
Neither can I, is what I meant [e digicons]:pout:[/e]
Yes, I have yet to play the game. I would therefore have a lot of questions.Call it anxiety for the beta I just hopped on, but at least you weren't too mean about it. I understand that a lot of people aren't going to quite "get" what I say. It's a question to anyone who can answer. Whether or not you personally can answer it is not my business.
Ah, okay. I hadn't thought of many other uses for mines, but now I'm realizing there are plenty.
I hate waiting for this. XD I can't even play it right away on Thursday. >___
Hopefully there isn't going to be a "final" set of items. Or that after 200 hours, I'd be done with this game [e digicons]-_-[/e] Played over 10,000 hours of DotA, and STILL haven't reached a roof.
Going as far as to say only being able to pick 25 out of 200, now THAT would be a choice to be made. However daunting to the newbie player, this is a needed step to make the few demigods we can choose into actual characters we can take pride in making ourselves.
Damnit , this BETTER be implemented into DG. More customization sets each DG player apart, and isn't that part of the coolness factor? You don't want to run around with the knowledge that anyone could be like you in every way. That someone could completely copy you makes you feel a bit... sad [e digicons]:'([/e] Not to mention the premise of DG was that the characters wanted to become gods, so why not have evidence of their progress on the battlefield?
If permanent rewards are gained in-game, is it then possible to linger in one game and "farm" the permanent items, so that in relatively fewer games, you've built your character to a somewhat "maximum"?
I remember being asked this once and not knowing the answer and feeling like a dumbass. Hahaha. Creeps, critters, grunts, morons, fodder, whatever they are; they are doomed to fight and fight. Sucks to be them. XD
Most of the people that get butthurt after losing to the "imbalances" would feel as though competitors should be. Not to mention this forces the gameplay to "get with it or get gone" for that particular tournament. :x And some people decide to lose by not partaking in said imbalanced strategy.
Sedna is getting no love [e digicons]
I just realized how the lack of map utility constricts the gameplay of Regulus. Those mines are damn near useless if visible. Add some points where they can't see the mines, and you've added a whole new reason to play Regulus. He could possibly protect your team from ambushes or ambush a moving player....
Supposing a pro doesn't want to play any of the generals simply because they don't like the gameplay? Hopefully the assassin class won't be generalized as a "noob" class simply because it requires less micromanagement of units. Or that the general class would be generalized as the "pro" class because it takes more micromanagement to do well. I've enjoyed hearing what all of you guys have to say so far. Carry on. But my statement still stands. Most of the dev
I would suggest that minions have diminishing returns on their stats. i.e. after 8 minions, each minion only has half the damage or health. Something to that effect. AoE might decimate a single push of units, but if the Erebus player were to spread them out into multiple armies that could not be ignored, the enemy team is bound to lose something.
I see where you're coming from for the disadvantages of last hitting. From an outsider's perspective, it seems as though this intra-competition and game delaying would be bad. However, any attempt to "end the game" puts your character's future on the line. i.e. if you fail that push, you've just set your team back. being dead means you can't farm, defend, support, etc. Delaying the game's end , defending pushes, then choosing the most optimal time to push (this could be early or late, not jus
notice the "quotes" around "acommodate" Perhaps it's because I KNOW it's accommodate? XD
Something tells me an Erebus player is going to keep turning more vamps and saving them instead of using them, then making a sort of "mega push" and ending the game >_
Also, some quick thoughts on last hitting: Last hitting evolved the gameplay of DotA. This is not yet profitable in Demigod. In the case of Demigod However, an incentive must also be made to actually kill the creeps on the opposing side. If I don't get gold from killing creeps, why bother killing them? The whole reasoning behind last hitting was a duality : First was to get the gold from the creep from the "last hit" as gold was awarded in that fashion. Secondly, last hitting reduc
A personal win record still isn't out of the question. Assuming there's a random pool of players, you have an equal chance of fighting or having a bad team. Therefore the only thing that ultimately changes the result of the game is you as a player. example: Situation A: team 1: bad bad bad you bad team 2: bad bad bad bad bad Now, if you're bad, you might have an even match. But if you're not bad, obv
Good thing there's enough love in my heart for DotA AND Demigod. And let me tell you, Demigod is FAR more forgiving than DotA is. That's one thing that I like about Demigod right now. Nobody knows too much.
This is the moment of one's life where I realize why most of us value beer and bong instead...
I had to look up how to spell "acommodate" XD
I liked how the point gain/loss system was set up, but the online itself had many holes. As is the case for all goddamn Wii games. Which is why I'm on PC x) Wii online could have had SO MUCH going for it... >_
Mark one for Torch Bearer baby [e digicons]:drool:[/e] guess the only beef I'll have with TB is that there's only so many ways to build him. >_