I agree that the screen is pretty rough, but it goes with what I'm looking for in my UI. More information onscreen about my team. From a newbie aspect making the UI less intrusive is good, but from a more advanced player I want to be able to see as much information without having to go back to the citadel to look at it. I think everyone agrees though that we should have a team member icon area so that we can see our teammate's health, mana, and status. With a team-based game t
Ferazel
Hey All, I spent some time in Gimp tonight to throw together what I'd like to see implemented into the UI for demigod. I just grabbed some images off the site and tweaked some of the other stuff to make it work so please forgive some of the rough edges. I think that there are too few areas that display the data that is needed to make informed decisions about your actions. I commented most of the sections on what I'd like to see improved. The citadel area would be origi
Wow, just wow. I am in agreement that every word of that post was just awesome and made me all fuzzy inside! Thank you for your crazy work on getting this fixed and I look forward to the upcoming patches. I agree, and I liked demos that allow me to play with people with the full game (see UT) My ideas for a demo: 1 Map (maybe cataract?) 4 demigods (2 of each type) No Pantheon <l
[quote quoting="post"] The connection servers, which is one of the areas some people (and we have reproduced this) are having a lot of pain with is something we’re still working on (2:30am as I write this) but we’re nearing the end of productive work on this. Basically, it’s a problem of scaling. The classic what works for 500 people falls apart when used by 5000 people at once. But a lot of progress has been made there as well. [/quote]</p