http://www.gamespot.com/pc/rpg/demigod/news.html?sid=6196947
Lot's of info:
8 maps
8 demigods
gameplay modes
Well I've never played either of them, but that doesn't sound like a clone to me. Just similar.
I would like to see gold split more evenly between the team unlike DotA so everyone has more equal money, rather than one person having 3x as much as another.
Then it'll be more about WHICH ITEMS YOU CHOOSE not WHO CAN AFFORD THE MOST/BEST.
I would like it if Items where more about varying the character builds (do you go for life leach, added splash damage, added auras, better tanking, better skill spamming ability?) not about getting an "unfair" advantage.
Wtb edit button..
Because yeah, that's basically what DotA is about. Getting more gold than the enemy to have better items so that you can take on the whole team yourself.
I wish it was more about using teamwork and tactics to put the whole team on respawn so you can wreck their base.
I know it's a "reward" for getting better control of the map and farming better, but the gap can be extremely rediculous.
Both sound really good, that should help the experts on the team help the newbies from being too much of a detriment, and should keep it from getting overwhelming to them as they learn. Good move, I like it, and it should add a bit more upgrade strategy to the mix.
How many levels are there? Not maps, actual levels where you need to defeat foes in campaign mode?
We're not talking about campaign mode just yet.
Anyways, team effects sound good to me. Better than one person dominating everything. (Unless that's me, of course.)
What are we talking about? I really want to ask some questions that get answers, the beta's making me curious.
Yeah, but the better player already has the bonus of being a better player. They don't need 3X gold ontop of that.
I'm not saying they SHOULDN'T get a bonus. Thats' what drives people to kill people, and in Demgiods case I suppose take the objectives, so they can win easier. It's just the difference between the best player in a DotA game and worst player in it.. well that can be the best player easily killing the entire team of 5 people at at the same time while not even taking 25% damage. It's too extreme in that regard. I'm not saying there should be no disparity, i'm just saying DotA's is very extreme.
In Quake or UT you have the case where someone takes on 5 people at once because they are very very skilled, while they're weapons, health, etc, are even.(save for good map control giving you the health ups. But that doesn't make much difference.)
That's what I don't like about DotA*shrugs*
1. Team based upgrades. For example, purchase an upgrade for your entire team that reduces cool down times or the resurrection timer.
2. Gold Mines that can be captured, awarding gold to everyone on your team.
Replacing the bolded with increasing the enemies would seem much better to me.
It's when the enemy are respawning that you win the game. If respawns is too short then games will be much easier to stalemate.
Well, in DotA that is, of course.
I agree, making your creep waves bigger would be better than decreasing repawn time, most likely.
They already have obejectives on the map which increase creep wave sizes, but perhaps some up grades which increse the creep strength and wave timing would be rather cool.
Don't be so shy.
Well I was saying to make the enemy take longer to respawn, as opposed to make your team respawn faster.
The waves grow larger over time on their own AFAIK.
I was proposing an alternative, but my grammar sucked. Sorry. The problem with pushing their waves further apart is that depending on the implementation of the UI, the other team may not easily be able to tell if they have been hit with this kind of thing. If they have a timer, then that's fine, but otherwise, it's better to have that sort of effect only affect the team that buys it, because they know about it. It would be rather unpopular to have peoples' wave respawn slow down unexpectedly, and would probably chase people away.
Our plan is not to have a set campaign but rather quests for each Demigod for them to ascend.
that was my idea on GPGnet forums like months ago basically!
When stardock became publisher i posted something like "Well since stardock is probably going to make you have a campaign now.. heres an idea" Basically saying have a simple mini-campaign type thing for each Demigod to sort of give their backstory and explain em.
http://forums.gaspowered.com/viewtopic.php?t=28133
Sounds cool
Love it. It's much better to have a set of quests (hopefully tailored to the individual demigod?) that you can fulfil in your own way rather than a set of scripted matches with a bit of story to tape them together and explain everything.
Regarding ressurection times vs. creep wave sizes, etc. We'll do whatever we find to be the most satisfying in Beta. Now, as for increasing other players ressurection timers ... not a big fan, simply because waiting to ressurect can be very, very painful at high levels.
Yeah, that too, that could get very very annoying and is way too likely to drive peope nuts.
Yeah, but the same time, if you can lower it to me.. At least in DotA it's all about killing most/all of the team to put them in respawn so you can destroy their base. Then again, that's DotA.
We have a similar model and gameplay mechanic. Maybe you shouldn't let the opposing team capture and keep the Resurrection Shrine?
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