InfiniteVengeance

InfiniteVengeance

Joined Member # 3587631
0 Posts 0 Replies 9,910 Reputation

[quote]There's a whole mechanic in the game that you want to kill just because this isn't the game you have been playing.[/quote] You have not convinced me said mechanic is worth saving and is good for the game. Just because it is there does not mean it is good. [quote]Like playing poker with open cards.[/quote] You need to play more card games, or just games in general. There's plenty of games where both players know much about the states of the other play

34 Replies 84,665 Views

[quote]PS to the OP, its usually best to private message or e-mail the developers directly if you think you have found an exploit. It takes time to create a patch and the less people that know about an exploit the better.[/quote] Haven't been around that long, have you? The best way to get an exploit fixed is to spread the word about it. That way many people will be using it and if the devs were blowing off fixing it they sure as hell can't now. It quickly gets patch

61 Replies 124,416 Views

[quote]To correct myself, it would either be pointless stalemate or Rambo. Either somebody will never risk anything as everything is a gamble, or somebody just charges on the basis of "I *could* be winning. The next hit *might* kill them."[/quote] It's not like that in Dota where such info is available. So I'd from experience that you are wrong - that is not how people will play. And before you go "well this isn't Dota" for all intensive purposes the mechanics of the gam

84 Replies 242,119 Views

[quote]And that's it. Bluffing. When you can drive someone stronger out of a lane because they don't know exactly what you have or how much mana you have. That fundamentally changes the game. If you don't think that's a game changer, I don't know what is.[/quote] How often is this "bluffing" as a fundamental game mechanic actually used? Rarely if at all from what I've seen. And who's the say that the ability to bluff makes this a better game? There's bluffing in Poke

84 Replies 242,119 Views

[quote]I consider an exploit cheating. This is not cheating just a game mechanic that wasnt intended and should be fixxed imo. [/quote] Exploits are exploits. Cheating is cheating. Cheating is also exploiting, so to speak, but not the other way around. http://en.wikipedia.org/wiki/Exploit_(online_gaming) " Game Mechanics Exploits / Bug Exploits - There are also other exploits involving the physics of the game, sometimes in conj

61 Replies 124,416 Views

[quote]Yes, I already said that there is already a punishment for dying. And it's not "different" punishment when additionally substracting a load of gold from the players purse but clearly "more".[/quote] Changing it from "your death gives enemies lots of gold" to "your death gives enemies little gold and you lose gold" IS different. You only think the punishment is greater because you're ignoring the longer term effects of granting the enemies lots of gold.&nb

59 Replies 25,757 Views

[quote]You know what your enemy is going to do which gets rid of all the surprise once you know what build they have. Whats the fear in a UB charging at you with no mana for skills? If you know you can take his normal hits and maybe ooze then theres nothing to worry about. Whats the point of trying to bluff and hold out with a TB when I can see you have no mana and I'll just run and kill you.[/quote] What does this have to do with fun or the game being better? Do you bluff in Ch

34 Replies 84,665 Views

[quote]You're not responding to me, right?[/quote] Not directly, no. [quote]Also, I can't think of any RTS-like game where you can't see your opponent's health[/quote] But the actual amount of health they have? There are many RTS' that do not! C&C Red Alert is a good example - you just get hp bars, no numbers are involved. You don't know how much damage you deal either. (Until you start hacking around in the rules.ini file that is!) [quote

84 Replies 242,119 Views

So what? As I said in a different topic: If Demigod shipped without being able to see what level the enemies were, or even how much hp they exactly had (just a % bar perhaps) I just wonder how many people would be arguing against giving out that info. "You shouldn't know what level I am, otherwise you might know what abilities I could have!" "You shouldn't know how much HP I

34 Replies 84,665 Views

[quote]Anyway... what you are asking for is a game where the best players are the ones who have memorized an arbitrary list of counters, and to some extent all strategy games are this....[/quote] Not exactly. In the future there should be many possible counters other than just one. You shouldn't just get one item to counter something, but you should have several options (ilike how nterrupt skills are currently a counter to portaling for example) The best players should b

70 Replies 24,709 Views

[quote]Isn;t that the point of keeping the flag?[/quote] No, when you lose the flag *on the other side of the map suddenly* [quote]Dropping an item though, that is a little problematic. Not enough to affect the heat of battle, but maybe something that can exploited after the battle. I will try it later on (against AI tho![/quote] Would be easier for ranged heroes like Regulus TB or QoT when no one is attacking them back there. They could spam their abilities endl

61 Replies 124,416 Views

[quote]And I don't know about everyone else, but I didn't buy the game to play a complete clone of DoTA with better graphics, which is what you seem set on turning it into.[/quote] I did though, that's why I stopped playing Dota and started playing this. If they would take the best parts this game would only become better. There's still plenty of differences from Dota.

34 Replies 84,665 Views

[quote]You can see the death timer because your team "saw" the enemy DG die. All quantities are known so there is no reason not to do the math and display the timer.[/quote] Not if you killed them in the fog with snipe of fireball or who knows what else. and as Tdude says you always know when they lock it because locks appear even through the fog. So it is a completely known fact, just like deaths and respawn, that should be tracked visually. It's not a secre

70 Replies 24,709 Views

If Demigod shipped without being able to see what level the enemies were, or even how much hp they exactly had (just a % bar perhaps) I just wonder how many people would be arguing against giving out that info. "You shouldn't know what level I am, otherwise you might know what abilities I could have!" "You shouldn't know how much HP I have, it should be a risk whether or not you know if your 600 dmg skill should kill me!" "You should have to watch how much the % bar ch

84 Replies 242,119 Views

This is present for many things - the 15% health and mana flags are a good example. Gaining the flags instantly adds the chunk you gained to your max and current and losing control of the flags subtracts that amount - which is awful is you're fighting and then you suddenly take a huge chunk of damage simply because you lost the flag! I don't agree with things that change your hp/mana pool affecting the current amount. This exploit is just one consequence of that.

61 Replies 124,416 Views

[quote]It is killing me, trying to work out how the hell the stats work, they don't make any sense!![/quote] Which is why I don't play Pantheon or Skirmish. It's just not worth the mental anguish, especially when your games randomly give you losses you did not earn.

4 Replies 4,186 Views

[quote]I think having everything hidden is a great plus. Its just like playing poker. You bluff, you run, and you just plain try to outstrategise.[/quote] Poker is not nearly as strategic as something like Chess or Go. Why? Because you know everything that's going on. [quote] If your playing an RTS just removing the ablity to scope out the fog with scout units you typically don't know what the enemy is doing either. Are they using air units? Tanks? Don't know... so

84 Replies 242,119 Views