Hey guys.
I havent had the pleasure getting to play demigod yet, but when beta2 starts i will be all over it. Im just wondering how this game matches up to dota. How similar are they in fact and in your oppinion what is the best of them? One of my biggest conserns is that i heard you can only choose from 8 different demigods opposed to 93 in DOTA. Does the increased options of speccing your hero even this out a bit? This is comming from a guy who has played +5000 games in DOTA so im really worked up about this game.
Cheers for the voice of common sense. Personally I hope you won't give up on the public betas because of reasoning like this. There quite a lot of doom and gloom for impatient people and there will certainly be some in the future even up to the very last minute the game is releases. Fortunately by now you know how to filter such negativity out while keeping the morsels of creative criticism which will make the game better.
It's also good to know that we're missing quite a lot of stuff for gameplay
Brad, I've been in numerous stardock betas...From Galciv ones to Sins... I agree that giving a resounding "No Good" verdict to a game still in development is unfair, which is why I personally am still waiting for the patch update due tomorrow and for future updates. However, being as we are now roughly 3 months away from release, SOME kind of opinion has to be formed... If we are still in a "Engine test + connectivity" stage, then boy do you guys have your work cut out for you in the next 3 months! Hehe...
Excuse me if I was a bit loud in saying my opinion of how things are currently, its just that in the other stardock beta's I participated in...I knew I would like the game by the 3 month-till-release point...and thats not true for me personally with regards to Demigod.
With regards to being a game developer, your certainly correct that I am not one... I am a software architect but have never worked on a game since University... JinxOfSin on the other hand, is a game developer for a major software company... Not that this matters really, since the stardock development and beta process is so different from what other companies do.
As I said in an above post, I consider myself a "Stardock Fanboy" due to how your company develops games and treats its customers. It would truly be a shame if you started to regret having these open-beta development cycles due to some of us (myself included) voicing our opinion on a game 3 months before the release-date. If there is still such drastic-gameplay changes coming down the pipeline, perhaps a "Coming Near you!" sticky post with some of this information would be helpful to the community as a whole...Just so we know what to expect?
-Drexion
p.s. With regards to giving you guys credibility, thats the whole reason I pre-ordered this product . Its also the reason I will shortly pre-order Elemental... I personally never liked the SupCom engine, and knowing Demigod was based on it made me hesitate many times before buying the product. I suppose a few things shook my confidence in this project a bit: 1) Scathis, the lead designer left to form his own "Start Up" midway through the design, 2) 9 month development cycle versus the usual 18, 3) The fact that its your first collaboration with GPG, so who knows how much "friction" there will be in this relationship, 4) The fact that 3 months till "release", I don't quite think it'll be my cup of tea.
p.s.2. All the above doesn't mean the game won't be good and it doesn't mean alot of people won't love it ... Just that it may not be my "cup of tea"...Which had to happen eventually, right? Can't love every single game you guys are involved in .
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 release and the currently available beta SUCKS. So does that mean the final build of Sins Entrenchment will suck too?
You say you were part of the Sins beta? I call shenanigans to that then because Sins of a Solar Empire was an awful game up until weeks before it was released. Go over to the forums and look back at the older posts just weeks before it came out. Not months. I mean literally less than 1 month before it was released and there were lots of people saying how awful it was (mainly because it WAS awful).
EVERY beta we do there's always a handful of... "players" who proclaim often and loudly the imminent doom of the game. It was particularly loud with Sins of a Solar Empire from people who demanded it play like Homeworld.
I mean, if it makes you feel good to complain about a beta then knock yourself out. But all it means that yes, your feedback will get ignored because those of us reading your feedback know it comes from someone who clearly has interest in reading what has been clearly posted countless times.
Do I think Demigod will satisfy hard-core Dota fans? Definitely not. But I consider that a feature. Not a bug. People who like the hard-core Dota all-stars are not our target audience. People who like the general concept of games like Dota are.
The Demigod betas are not a marketing experiment. You'll have a much better idea of where the game is going after beta 2B. Beta 2B is the first Demigod beta I didn't think was horrible.
If you have constructive feedback, I'm all over it. But that's not what I'm seeing here.
Thats always the case in betas
The problem of betas in general is simply that alot of players consider it as a way to play for free. They dont realise waht betastage they are in or whats the point of a beta is. They just play some and if something isnt working they start bashing the game in the forum.
I tested really alot of betas and always found it in general very annoying what was going on in the beta forums. The best way to handle it is like blizzard, getting a kinda of "friendlist" of players who really will give feedback.
Btw i dont consider myself a good betatester either. Thats why i gave up playing betas, i just compare it too much to finished games. And i dont really have the patience to play for testing puposes.
I was just browsing the WAR-Betaforums some month ago. It was like 99% complains and 1% constructive feedback. According to the testers the game was like the worst mmorpg ever and noone would ever play it, just because it would suck sooo hard.
After release they decided to not even build a official forum because of the constant complains The game is still there and IMO its pretty good. Good example for "quality" beta testers there
Yes, Brad...I was part of the Sins beta from about 2-3 months before it was out if I remember correctly...I didn't post much about it but I kept up to date with the updates, etc... I did enjoy it, funny enough...hehe. If you look at my forum-registration number, its fairly low at the 730k area... So i've been following Stardock for a long time .
Regarding constructive comments, your right that the last few posts in this thread definitely did not take that format...heh. Many of us *have* written constructive feedback in the past for the Demigod beta though. Maybe we view constructive feedback differently, though. If I see a player say "I don't think right now the skill level is impacting the gameplay enough, so that careful positioning and movement of the hero doesn't matter enough..." I see that as constructive in that it points out an area of gameplay that could use more work... So specific complaints can be constructive as I view it...
I definitely hope you guys aren't ignoring comments depending on WHO it comes from, never know when the wisdom of the gods will come from the mouth of babes... .
One thing someone has to clear up with me - how does it take so much money to make a demigod? Shouldn't it take $0.00? Its the lead designer's job to provide the ideas for the hero, the artist's job to design his graphical features, the animator's job to animate his motions, so on so forth, so shouldn't the cost already be accounted for by the salaries of the employees?
In project planning there are things called capacity plans. Basically they're an estimation of the cost of resources needed to do something. You can have a cap plan for a game as well as smaller cap plans for features. When they state the cost of a demigod, it's the cost of paying those artists, programmers, etc to do their job for that time, plus other costs of operation (essentially a cap plan).
This is the same reason games cost millions to make and not $0.00. The employees are being paid, but they're being paid to implement a section of the game. Thus, that section of the game having a cost attributed to it.
Another way to think about it is that a game's expense is basically the combined total of all the resources it took to develop, market, and ship the game. The costs required to develop are basically operating costs, human resource costs (salary), etc.
Did that clear things up?
This is asinine.
The beta is going to be featurelocked within the next couple of weeks and then all the other changes will be bugfixes and changing a few values.
Every single game i've seen of more than a hundred games got featurelocked within 2-4 months of release.
I simply can't believe that in the last two months before release a game can shape up from the acceptable minimum to outstanding timeless classic. But I BADLY want to be prooved wrong.
If they are significantly dependent of testers and have a considerably core of testers like you, I doubt it too. Hardly anyone will make a game to be a classic, they try to make a good game has they can. Many artists that did a painting didn't know it would be a classic, it's the public that chooses it; if it fall into their grace then you can call it a classic. Since you choose to be a tester and help, why don't you try to be a "classic" tester then, instead of the less than avarage that you are, and foccus on helping what is there to be great? Nothing is out of solution, that is a conformist thinking, because you don't really want to put efforts in helping, but instead sit down and tell them to make a classic.
Games like Dota, many say it's good... isn't it just a map and a mod much smaller than the original game? Despite that, some said to be better than the orignal game; that wasn't impossible, might look even simple, tought it most probably was not, but good ideas can look like that. They took what was there in the orignal game and turned into something else. I'm certain that what is there on Demigod, isn't to trow away; a true developer or tester may make what can be good of what is there to come out, like an artist with the worst or simplier pigments, like using eggs, can make amazing art.
Look at you and then other testers that are devoted in looking for ways to make it better and believing in the project. Hardly there is anything doomed and there is plenty of time for Demigod. It is easier to say something is doomed, than to stop to think hard about what is constraining your enjoyment and what should be modified to be more generally apraised by everyone and show that. If you people now don't want to help thats fine, just pass out; but you guys not only choosed not to really help but are using your efforts to pass poor visions that the game is doomed regardeless, when developers are working and expecting constructive feeback and ideas.
If it end up being a total waste, public will sure tell it. I guess they don't need testers right now, just saying the game is doomed instead of presenting hard thinking ideas to make the game better at anywhere it should be improved.
That apart..
I think that Stardock or GPG should let the game in it's gold stage to be more tested before release so it can be further improved, but I guess that is a time where they don't put new features and they rather prefer it to come with expasions, sadly. I think that for some of the last, yet important things, to be implement so close to release might also be some kind of strategy to prevent games leaking before release and all. That might contribute to make things harder.
If want to test, work and endorse what you see that would make it better intead of yourself dooming the game. Also if they don't want to listen to the ideas after efforts were used to show it could be nice. But nothing is doomed because it is, if you feel they don't use the good ideas then that should be told, there is always reasoning to use but you guys are just using the easy, confortable and ilegit way that is to say it will be bad, when there are months till the release. They also need help with bugs and balancing; balancing makes some big deal in gameplay too, this also includes how fast the game will play and how fast units walk, adding more or different strategies, not to mention skills and everything else.
Anyway many people get bored of any game after playing for a couple of weeks or so, and also don't have much patience, so to be a tester is not for anyone (that will last).
Well I don't think Demigod will ever be to your liking. Heck, I'm not even sure Sins of a Solar Empire is to your liking.
Let's take a look:
Here's what you said about Sins of a Solar Empire:
But Vasari.. What are they about? There cap ships all seem like complete and utter crap with useless abilities except the motherships warp-stopping one. But what good is stopping a jump when you do half the damage advent does? Only good thing I've liked about them is that they get resource gathering boosting abilities early on.. get both ups in 1 cheap upgrade. Also they have reduced ship costs, but nothing reduces research cost form what I see.
Now, I could go arond pointing out that Sins of a Solar Empire is the game that got more gaming awards in 2008 than any other game even including all platforms. Or its massive sales or its great reviews or continued fan following.
What I will point out is that people (myself included) thought Sins was crap right up until release. And even AFTER release, there were plenty of people crapping on it for not being 4X enough or not having enough depth or being too complicated.
Demigod is designed to be a game that in most circumstances has matches over in 15 minutes unless both teams are equally balanced in which case it might take up to 45 minutes. It's supposed to be the "Counterstrike of strategy".
We explicitly don't want to add features that largely favor the hard core player.
There is a big number of players that don't like games, or even computers in general. They play it because they are addicted or/and lack social skills in some cases. Some think they like games when in reality they don't. I'm partly like that, even tough I enjoy games I spent more time reading about them, and hardly will be enjoying a game more then 2 weeks unless is something exceptional (and long/replayability). It's pretty easy that some gamers will lose the interest in a game quickly, than if it's a Beta... I'm not saying is the case here, but some players are just bound to depreciate any game with given time because of uber genetic reasons. It's a true joke.
This argument seems pointless. If you don't like the game then go ahead and post that you don't like the game or don't post at all. The devs just won't consider that advice. Not everyone is going to like it so there is no point in flaming each other over opinions because plenty of people do like it. Talk about what the beta is really about guys and lets not focus and make popular a topic that has become completely negative.
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 "simple multiplayer support", the online community was never that large. Specially the "competitive" online community. When you have over 95% win ratios and there are only 5-6 people in the online community who can give you a hard game or beat you... You tend to lose interest after awhile. Those 3 vs 7 games got boring too, after the "wow we beat 7 people!" factor wore off...
One thing that FrogBoy said in his last post explains alot of it: "We explitcitly don't want to add features that largely favor the hard core player." Which makes sense, since their a business and they want to widen their "customer base"... At the same time, such statements could very well explain why it takes a player-created MOD such as "Dota" to cater to skill-interested players...Or "Hard core" as he put it.
At the same time, if we look at something such as the Blizzard Starcraft game (and Sc2 coming out soon), it was obviously widely popular world-wide and yet it did cater to the "hard core" crowd...Can't get more hard core than the professional players in Korea . This tends to make me believe that it is NOT impossible to create a widely popular game, with a huge customer base...and STILL cater to the "hard core player". Of course, for such a thing to happen, we can't have the people in charge explitcitly say things like "We explicitly don't want to add features that largely favor the hard core player."... Ah well...
There's a lot of other factors that make a game competitive than features.
Battle.net, for instance, had statistical tracking of rankings and games from day 1 with Starcraft. And it provided a STABLE multiplayer experience.
By contrast, Sins of a Solar Empire did NOT have a stable multiplayer experience until v1.1, had no serious stat tracking, no ladder type features, etc.
The above are pre-requisites for serious competitive play. Once you have those, things like perfect balance and what not do come into play.
But there is no scenario where Sins of a Solar Empire could have become a big thing on the professional circuit as long as multiplayer wasn't reliable and there was no serious account management / statistical tracking regardless of how well balanced it was.
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 more into the "multiplayer scene".
It takes a lot of work to have all that statistical tracking / stable experience / ease of use code in place. Hopefully we will see a system that is easy to plug "mods" into also ... The community can at times save a LOT of work that the developers would have to do in a patch, but if there isn't an easy way to get a match started with someone who has the same Mod... It becomes very hard to gain any traction. People should be able to specify when hosting/joining a game if they want to play with the default game or "Mod A" or "Mod B", etc. The open-code-project Spring handles mods very well for example.
Regarding the whole "hard core" vs "casual" type player thing, I guess my biggest problem is that I do not believe that catering to the "hard core" hurts the "casual" players in any way...At least if done properly... The two gamer profiles just tend to care more about different things: The Hard Core might care much more about "unit balance" / "Tournaments" whereas the casual might care more for "Single player" or "Story"...
Taking DOTA for example, one problem casual players run into is that there is no type of "match-making"... So you have the casual profile players running into games with the hard-core profile players... And since one group is looking for simple "fun" while the other is looking for "challenge", you see sparks fly . It doesn't help that having 1-2 "feeders" can totaly destroy a 45minute game in Dota, so then the "hard core" people start getting really annoyed and tend to be rude to the "casual" profile players. Kind of like mixing oil and water...Just doesn't work.
Man, for the record this past discussion is really awesome to read. Especially Frogboy's retorts (I like the part where he goes and looks up another stupid post by the same user and points out that there is some logic flaw there).
Anyway, just to voice my side. I find that for a Beta, Demigod is REALLY fun. Like, I wasn't expecting to enjoy Demigod's Beta 2 at all really, I was expecting it to be super buggy (more than it is anyway) and feel incomplete. However, it feels like what I might expect a lesser publisher to release. Like if I made a game half that solid for release on some casual game space, I'd give myself a pat on the back. Sure its got problems, and I know what I'd to do improve it, but its still has plenty of time to shape up.
Stardock has their game-o-rights, but I've found that many games have come out looking like this beta, and only been good after a patch or 2. Obviously SD and GPG will have a top notch game by the time of release.
I think Sins is a great RTS. I just got eyebrow raised at the whole idea it was somehow trying to spin a new genre: 4XRTS - which I actually consider a game like Europa Universalis to be a better contender for that. Although I guess it was a tool to peak curiosity since that was exactly what got me runnin'.
As for this Demigod beta. Totally dudes! How can we even consider the fun side when the focus of feedback should be on network issues, minion desynchs and stuff!
Although what bugs me is that this forum is rarely looked at. When will we get the flash fix? I want an avatar!
I disagree frogboy, whilst you can defend your position that this isn't meant to be fun yet, you've given no indication of the changes that will make it fun. So far it seems the direction demigod is taking is very different to initial expectations. It's not a strategy game, It's entirely action rpg. Had I known this was planned to be the "Counterstrike of strategy" I would've likely not preordered, and actually waited to see if i'd like it on release. Don't be disheartened, I think you're making a great game, just perhaps not one I'll enjoy.
It's still a strategy game and when it's fully balanced and people know how to play it WILL require strategy. At the moment it is just horridly unbalanced. It will still have a large action portion, of course.
Yea for Demigod, Stardock itself is building the backend.
So you'll have ladder and tournaments and all that good stuff. That will go a long way to building a multiplayer community.
Plus, the single player game is shaping up pretty well.
On another note, some people forget how much GalCiv and Sins SUCKED during beta.
Elemental, I can assure you, will suck 10X worse than the Demigod betas did. I will make it a point to ensure that is the case.
As for what is making Demigod increasingly fun: The answer is time.
That is, Demigod was not designed to last an hour. Sins, by contrast, was designed to have games that last an hour.
But a typical Demigod game should last between 15 minutes and 45 minutes. And really, if I'm playing newbies, I should be able to crush them in 10 minutes. if not, we failed.
(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.
I hope I'm interpreting this correctly. You don't need grinding mechanics a la Evercrack to make the game deep, but shutting the door on complex gameplay isn't going to give this game longevity. The phrase "easy to learn, hard to master" comes to mind. If you are saying you want to dumb the game down so that 8 yr olds can beat me then I'll be sad. But if you are saying you want the game to appeal to competitive gamers without them having to invest huge amounts of study then we are on the same page.
Where this conversation started for me was with a group of players (who all happened to be in the same skilled Sins clan at one point) deciding that the game had no potential during the engine test. It's really unfortunate because this group could have alot of useful input to make the game competitive and deep before it comes out. Otherwise we are going to see a posse of HuntingX equivalents come in at release, be punks, find exploits we never saw because we never had a group of skilled teams to test them and establish a cookie cutter build and the game will be alot less fun than it could be...
And yes, deciding it's not your cup of tea is your prerogative, it just strikes me, and apparently others, as premature.
Demigod does have complex game mechanics. Not having things like recipes ala Dota doesn't make Demigod less complex.
What one person calls complex another person would say tedious.
Clearly, we're listening to feedback. We always do.
But that doesn't mean that we're somehow obligated to implement every beta tester's vision of what they think the game should be.
And I can assure you, there's always a few guys posting very long, very interesting, and very detailed suggestion posts that are simply not doable and when it becomes clear we're not implementing their features, they predict the ultimate demise of the game. This was the case with GalCiv, Sins, and will be with Demigod and Elemental.
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