Hi guys, just a note where we're at. It doesn't look like we're going to have the beta ready in time for Thanksgiving. It's pretty close but even if we made it by Wednesday, with so many people off for Thanksgiving, it's just not one of those things we would feel good about putting up and leaving. We hopefully will have it the following week.
Now, that said, let's talk about some of the stuff the team at Gas Powered Games is working on as well as things we're contemplating.
First, there's a lot of new purchasable items in the game. That said, one type of item we're contemplating are a series of rings that players can purchase that are particularly effective against specific Demigods.
For instance, let's say there's a Demigod who does a lot of stun-based spells. There would be rings that players can purchase that can greatly diminish that effect. Similarly, there are rings that do specific damage against particular Demigods. This way, players who are somewhat skilled can equip their Demigods up to go against their specific opponents.
We're still mulling this over but we'd love to hear your thoughts on this.
Another concept we're contemplating on implementing are active flags. That is, if you capture a flag, that flag may give you a power you can make use of that would mostly take the form of building a special type of tower that would further magnify the effect of that flag. Other flags with different powers may make their way in based on time/budget but the idea here is that capturing flags wouldn't just give you a passive bonus to your team but also an active power you can make use of on the map tactically.
That's why god invented the toggle. Automation does not decrease player decisionmaking - it increases it. It doesn't take away the decision of "when do I retreat my units" - it expands it into "do I want to retreat my units myself, or do I trust the automation, thus freeing me up to concentrate on other stuff".
Again, Warcraft III's lacking autocasting is not an inherent characteristic of RTS, but rather an underperforming autocasting function.
It's kind of getting off topic, but I have to say I don't feel the whole 'attention is a resource' thing is a necessary element of all RTS games, it's just the preferred marketting tag-line for multiplayer Starcraft. Now I don't deny that it can work and probably adds a lot of excitement, but it's not the only way, and I know it does put off a lot of people, particularly older players. I should note that the 'pause and play' style of games is very popular.
Some games mix things up very well, so you have a slow build-up with manouevering and deception, and then a sudden crescendo of violence, and that can be fun too.
And, I have to say, winning with a bit of slow cunning is so very satisfying.
Back to the items, it's really heartening to see people taking ideas and running with them and adding some delicious twists. I hope some of this stuff is realistically possible in the Demigod code and will make it in. We shall see.
I am only going to comment on the rings. I really like this idea, but it would have to done carefully. For example, negating the stuns from a torch bearer with a ring is just unbalanced. His characters main strength is his ability to disable the enemy team. Allowing a character that can outdamage him an ability to negate his slows and stuns would be suicide making him a useless pick. The rings should be subtle but powerful advantages. Anything that would negate a hero's usefullness should be ignored. For example, if you are going to have an item to fully negate the Torch Bearer's stuns, it should have a cooldown and an activation. Otherwise a passive ring that reduces the stun by a second or two would also work. I like the idea of activation, however, because it adds even more to player skill. The rings can't cripple the strength of certain character as it would render them useless and also shouldn't be always activated. If you are going to buy items to counter one hero, allow skill in the manipulation of these items. Rings have to be differentiated from general items, however. For example say you have a hero who makes images of himself on attacking. One way to counter this hero would be to buy a weapon that has splash damage. This is an example of a general item that can counter a hero. A ring option, however, would be on activation all "Hero X's" images within 300 units are dispelled and destroyed. Although powerful, this ring would have an activation cost (mana) and a time limit on its use again. Also, perhaps the ring only has a specific number of uses. In this case, you could expand the rings power. Perhaps if the real "Hero X" is located within his images, he cannot make images for another 1-2 minutes. Although the ring does the job of the splash weapon, it is much more effective against this hero, but by limiting the power of the ring, it becomes balanced. I think the rings if added should be done in such a fashion in the sense that they accomplish what a normal general item can do passively actively and more effectively with limitations.
I should have read page 3 before I wrote my entire post. What a waste of time haha. I completely agree with Frog and is how I would work the use of rings. Maybe what I wrote can be cited evidence haha.
Now that I have read all of the posts, I would like add one more thing. You wouldn't need a ring to counter every character. I mean some character's just wouldn't need a ring to counter them. General items like a -10% armor aura would be useful against the Rook or an item that decreases armor on attack. The rings would be more for an example I cited or even the Torch Bearer. The rings in actuallity could be used to balance unbalanced heroes in certain situations. The more I think about it the more I like the idea. Once again though, they can't be overpowered and can't destroy the heroes usefullness.
maybe the rings should just lose all other bonuses when they are activated (the extra damage vs a specific demigod ability).
Or perhaps have a set number of charges? Say, this ring can be used 3 times, and then expire?
aka a consumable?
Well a Consumable with charges I would think, so it wouldn't be considered a potion which is One-Time-Use.
consumo-ring?
I want to point out again that anti-demigod and demigod specific items dont add depth they decrease it, you can achieve all the same goals without any of the drawbacks with well made, creative and unique items.
If you restrict them in any way then instead of adding choice your reducing choice, if an item is exceptional vs a specific demigod then in 1v1, 2v2 and potentially other matchups these items will be necessary, reducing the choice. By all means make more items that have a demigod in mind, that are active and that require skill but dont specify them. Let players create counters and builds, it adds more creativity and depth.
Is beta 2 out yet? havent got my email yet
Bayani
A) No
You don't get emails telling you Beta Started.
Actually, I believe if this is your first chance to play in the beta, ie you preordered after beta 1 started, then yes, you do get an email with your cd key and notifying you that you have been billed once the next beta starts. I could be wrong but I believe that's how it works.
Do we have an updated eta for Beta 2? I shouldn`t be so impatient... but I`m impatient...
(grin)
(impatiently)
I think they are waiting till thursday... I don't get it though, because they wanted to release it when there will be people around, and the weekend isnt that far after thursday... i think now would be a great time!
I have an idea u could make an item that might hurt all the demigods but at differnt levels depending on what the item does. For example an item that burns a demigod some how does more damage forgot her name but the girl in the plant but might do less damage to guys torchbearer in flame mode well i think its regulus and normal to the rest. This way people can have items that do decent damage to all DG's but some might ddo more to specific. i dodn't think their should be charges on items but maybe like the item works for 2 min but u can only use it for every 5 min. Making when u use items a little more strategic. Also u could have items that decrease a Dg's armor or something by a pecent so it is more efective against some but yet again works on all. The powers i listed were only examples btw. I think by using the combonation of these concepts both frogboy and us players will agree because their not passive, u cant make one Dg totally useless, Lasting times so u always make a Dg useless so u must think about that ,and Dg's will have an opening in which they are not being effected by the hero which will add more stategy.
Ah I see.. I pre ordered sometime after beta 1 and dont check here often so had to get an update. I guess thursday I'll check impulse and my emails...hopefully its in there... I'm beyond eager to try this game out I already know I'll love it based on the vids alone.
I want Beta 2 soooo bad but we went over our limit so we down to dial-up speeds till the 9th. So im ok if it comes out on the 8th
Today is the day then?
Don't think so http://forums.demigodthegame.com/331881
There are many great features available to you once you register, including:
Sign in or Create Account