Ragarth

Ragarth

Joined Member # 731675
0 Posts 11 Replies 270 Reputation

Mugizib, I'm Carioca myself, and have played dota quite a bit... As the others have said, Demigod is very different. My strong recommendation would be to wait for release in April and try out the demo. By then we will also know how the game is "turning out"... Boa Sorte! -Drexion

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Should this "flagging" of someone as a chronic leaver be something the system decides...or should we leave that up to each individual player? Personally I might have a different "leaver %" tolerance level than someone else... We could take care of the "leave if its laggy" by not flagging them as a "leaver" if they do it within 3 minutes of the game starting... etc... -Drexion

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Your right that a person who has to leave alot due to RL issues would get a "bad reputation". I guess our point is that this is a DESERVED reputation since he is ruining many people's games. We either need a mechanic to avoid these "leavers" or we will simply get a third-party utility and a banlist. Regarding simply waiting for the "enemy capital" to die, just make it so if someone leaves like within 5minutes of the game ending...it doesn't count as a "quit" or "disconn

28 Replies 66,739 Views

Keeping a simple statistic like % of games left-before-end seems to make sense to me (before 5min of game ending anyway). Sure RL sometimes interupts, but if that "leave %" is like 20% then thats not RL, thats you leaving to not take a loss in your "record"... I personally don't care for any 'record' but leavers RUINS games...and if your 20min into a game fighting a 5v5 when two enemies leave, thats 20min wasted of YOUR time. -Drexion

28 Replies 66,739 Views

One of *the* reasons I never got into SupCom was the "500ms tolerance" that was built in. Every time I tried to move my units, I felt that delay and it drove me crazy. Which was why I *hated* the thought of Demigod going from a 200ms to a 350ms default. I liked, and think it makes sense, what some people said about making it NOT have a "fixed" delay, but make it depend on the players IN the game. So if someone joins with a 300ms ping have it automatically raise the "tolerance" appropr

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Oh very nice, very cool town... Considering how Los Alamos had like ONE bar with all 40+ year olds, I ended up driving the 40min to Santa Fe alot ;). -Drexion

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Oh, your in New Mexico? Where in NM, may I ask? I spent a year in Los Alamos :). Great hiking in that state! -Drexion

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TheBigOne, sure would have been nice if it was automatically adjusted at the beginning of the match depending on the pings...wouldn't it? :)... For SupCom I mean... I know its 200ms for Demigod, thats why I said its not such a big issue :). Regarding the 250ms on battlenet, I didn't know that! That explains why I hate playing dota there and always head off to Garena (or gg-client for its old name)...Thanks for the info! Ke5trel, i'm surprised you need to raise t

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Docd87, i'm quite confused by your post... Who ever mentioned anything about playing against the computer with dota? lol... and yes, I have some friends who play dota who are absolutely incredible at it (A ton from the old ggclient - less lag than bnet - who do leagues, tournaments, etc). While I did quite well at dota, even in the team tournaments I joined (not for cash, I was working with a Peruvian team for awhile...), when I played against some of these friends of mine I learned quite qui

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Long time no chat, Jinx :). Your comments about the SupCom engine hit the nail on the head for me, that was actually one of the main reasons I never liked SupCom. I believe that the main culprit was the enforced 500ms latency in SupCom though...and I know for a fact that this "enforced" latency is much reduced in Demigod... So I am not sure how much of a problem that will be. On the other hand, other limitations such as not actually having any true 3d, etc will definitely restrict Dem

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Ke5trel, as long as you agree that "skill ceiling" is there and believe that before release it needs to be changed, we are 100% in agreement. I am just not sure everyone sees it that way :). Some might like the current "skill ceiling"...heh. Dalzk, did you really experience those things already? I'm frankly surprised... I guess I am used to dota where if you don't pay attention to your minimap for 5 seconds you can suffer... In demigod if I check it once every 20+ secon

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Regarding those desyncs, I heard from Frogboy that their likely related to some minions... I never have desyncs when nobody in the game goes minion-heavy :). -Drexion

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Then we should have flags or options in the game...Maybe create a "easy mode" so people who want a relaxing game can get a totally different experience. -Drexion

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Very true, Frogboy...A man after my own heart, go poker! ;). I guess my fear is that if enough "elements" are added to the gameplay so that I can go "Darn, if only I had paid more attention to my minimap and noticed that the enemy was ganging up on me!" or "Darn, if only I had kept to the left side of the line as my team pushed, it would have gone so much better!", it would then become much more complex and people would then complain its too hard and has a high "bar of entry". <p

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I can certainly agree that a game should not have a high bar of entry if it wants to be popular. With regards to the light tower skill, as it stands right now i'd never get it unless it was a 4v4 or larger game, maybe not even then...And yes I did consider using it as a teleport base =)... Eating tower/etc is fine, but once again, i'd never do it if I was going for an "optimal build". IMO, doing any of those actions, with things as they stand right now, would make your rook less

212 Replies 408,763 Views

I doubt very very much they will push back Demigod, there are *monsters* coming out a bit later in the year and they don't want to release at the same time... Heck, if I was a game developer and had to launch at the same time as StarCraft2, i'd cry. -Drexion

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Personally I would love the gold-sharing...It would make player-killing ALOT more important in larger matches as the gold-mines would give significantly less per player :)... We might actually have to coordinate and team-kill, OMG! -Drexion

27 Replies 118,184 Views

Ke5trel, the funny thing is that although a number of us were in that clan X, we all came to our conclusions separately since we haven't talked much in months... I suppose its simply that we have similar game styles and preferences. As Frogboy has said, things will still change alot still, so in that sense I am hopeful. I would love it if as you say, demigod achieves that "Easy to learn, hard to master"...Its just that I find that much more often it turns out to be "Easy to learn, eas

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(puts on his leather pants) (Hands Frogboy the whip)... Lets get this Elemental party started! Just let me be able to run around with my own AI-Bot called "FiFo" and i'll be happy. -Drexion

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I'd have to agree 100% with you there, Frogboy. The multiplayer support for Sins was simply inadequate... Which makes sense, since it requires a good bit of effort to create this "support", and Ironclad was a pretty small operation. This is one reason I have been happy to see how Stardock has put forth a good bit of effort into developing this "multiplayer support" codebase since Sins of a Solar Empire. It is my hope that once this codebase is in place, this will allow you guys to delve much

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I liked Sins quite a bit personally, played it for months...had hundreds of online games from my multiple accounts. I had two big problems with Sins though: 1) The unit balance between races needed balancing for a "competitive crowd" to be interested. Attempts at this were made in patches, but I believe ended up failing. Balance in Sins was quite bad throughout all its iterations. Didn't stop it being FUN for awhile, but for competitive gaming? No way... 2) Partly due to #1 and partly due to

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[quote who="Frogboy" reply="3" id="2021926"] Really? Has to be formed? If we say that Beta 1 = engine test and that beta 2 = engine test + internet connectivity and that beta 3 is where the gameplay elements get integrated that those statements mean nothing but that you have to help lead the way in making vocal pronouncements of what the final game is going to be like based purely because of time before release? Sins of a Solar Empire: Entrenchment is less than a month from re

212 Replies 408,763 Views