I created this post because on the other posts a lot of people have been talking about this so I figured this could be a centralized area where you guys can put your ideas about what can be done to make sure Demigod has these things. As for my own ideas on this I would say that in terms of longetivity, there should be a map editor so that users can make custom maps with interesting objectives. In terms of depth I suggest last hitting of creeps for gold and the ability to deny own creeps from getting last hit. Maybe simple commands with hotkeys to get your hero to move, patrol, and attack. Please post your comments on these ideas and post ideas of your own.
Slippery, have you played the game yet? Because it seems this Last Hit arguement you have here is flawed from lack of experience with Demigod.
I agree with what both of you are saying it seems arbitrary so maybe last hitting isn't an answer but right now it just seems like there isn't much depth other than just use your spells + attack other characters, I am sure that will be a lot better in the next beta just all I am saying is I wish there was more of a premium on the placing of normal attacks or something that gave the game more depth. I am sure there already are but maybe it is just me but right now it kinda feels like your control of your Demigod isn't the premium but rather positioning and timing. I don't know I could totally be wrong I just think what will make this game really fun are abilities like Rook's rock roll and the Torchbearers novas which make you have to aim at them and not just point and click. Adding more cool abilities like that adds more skill to the game by making you have to aim to hit people and giving them chances to juke and dodge. What do you guys think?
Rook's stun ball has never been as easy point & click move. It's most risky move in the game, simply because it requires timing as it easy to see coming/avoid. Once a Rook is in the animation, experienced players just move aside (or teleport) and continue hitting him. I've no idea what you're talking right now to be frank. I suggest a discussion on the nature of Demigods in this nature needs to wait until we see the new updates, at the moment it's very premature judging on the lack of content that Beta 1 purposely had.
2) Do you mean demigod kills only award the person that performed the killing strike? Because I'm pretty sure it's not like that at the moment. I've seen my xp bar move up visibly when being near a demigod kill, despite not hitting the demigod at all.
XP is not based on lasthit either in dota, just money is. (I am not entirely sure if the money is distributed equally instead of given to a player if the creeps/towers kill someone or if it isn't rewarded at all and I am too lazy to test with beta2 only a few days away)
Yeah I haven't played rook in a while since the first days the beta came out I have been busy until lately but that was just for sake of an example. Anyways yeah the spirit of what I am saying remains the same. Like you said timing the rolling of Rooks boulder roll is hard to hit people with and that is what I mean. I like this aspect fo the game and I hope with the coming of beta 2 there will be more spells that have some form of "risk" as you put it. I am liking the ideas with these kind of spells so far hopefully in this new beta it will expand even more.
meh, i think last hitting is fine, as long as everyone nearby gets the exp. The demigod who did the last hit might just get more gold or something. Denying, though, i think is a complete waste of time, but thats just me.
Last hitting is stupid because I remember range guys would always kill the guys with like no health left and get all the gold. No I think it should be split between all nearby players. Maybe though if u do the mopst damage u get the most gold or expierence.
I don't have any idea what your trying to say haha. Battle.net is battle.net. It is a great free system that has been in place for years. It seems your just judging the people within it. Some people are great. Some are assholes. That is the way it is. I don't think you should judge the Battle.net system just because of the people. With the huge population it supports, you are just bound to have arguments. Demigod should advance past Blizzard's matchmaking system to better sync with their game. How I have no idea haha.
That is what makes last hitting dynamic though, the range I mean. Between range and melee characters it becomes a lot more about positioning and makes you have to worry about fake threatening people and being in the right place so ranged character don't harass you while you try to stay near creeps. I kind of like the idea that maybe gold can be split by damage done that sounds interesting and kind of plays along with the idea someone talked about earlier that dealt with not overkilling creeps. Maybe creep kills equaling different gold would be good, also do you get gold for killing opposing heroes because I know for sure you get exp.
Splitting the reward by damage dealt would be a massive hindrance to Demigods skilled to killed other Demigods - despite them contributing just as much to the team as the other Demigods, they'd be getting less reward.
A team based game should promote team based gameplay. Last hitting is counterproductive to team based gameplay because it introduces competition within the team. The true goal of pushing back the enemy falls to the wayside of personal selfishness where you just need to get all the last kills. People don't work together as well because they are more concerned with stealing kills than pushing back the enemy. Then you have teammates getting mad at each other because they're stealing kills, so you end up with a bunch of selfish people placing their character above the rest of the team and a slowly festering feeling of animosity tearing the team apart from the inside.
Not my idea of fun.
Jeez you act like people are going to develope anurisms over last hitting. Come on now that just isn't realistic. I am not talking about trying to last hit heroes for all the gold or whatever we are talking about creeps and even with the split damage it is not like you are going to get a windfall of gold just from lasthitting two creeps. I am talking about over the period of that game that instead of getting all your gold from a constant mine you have to work a little more for it. It seems like it makes sense to me and plus it isn't like it will be beneficial for everyone to last hit/damage creeps because it you are like a assassin you will get way more gold from killing heroes. I am talking about a way to help those players who get a lot of creep kills and not necessarily just hero kills. This might already be in the form of after-match bonuses or something but I don't understand where people seem to think that all of a sudden people are going to be selfish if there is last hitting and all the team play will be lost and we will all become total jerks overnight and only play for lasthits. I am sorry random guy but your comments about "festering feeling of animousity tearing the team apart from the inside" just makes me smile. I don't know having a gold mine that just constantly provides you with gold seems a little dull to me. I mean I love the idea that you can capture more gold mines to increase your income but I just wish there were more diverse ways to gain gold or it weren't mainly focused on that source of income. Come beta 2 this could all be changed so we will have to see.
slipperySnake, if you kill lots of creeps you will get lots of money, no need for last hitting in that. A giant gives around 650 Gold or so, split equally to all those who are nearby.
You talk about Last Hitting the hordes, I don't like to call them Creeps to be honest. I highly suggest letting the 'last hit' subject go, because from what I've experienced in the game I don't see any reason to really even bring it up. Play Beta 2, and then bring up discussions of such a nature. Right now it's very hard and very pointless to discuss mechanics of a game you're not even playing.
Yeah your probably right we should wait for beta 2 to play the real game with real mechinics before we start talking about it. This thread somehow got diluted. Anyways at some point along the way we were talking about a map editor. What do you guys think about this and has anyone heard any news of something like this. I mean I know they said there will certainly be professional content but what about a map editor and user content. Lets talk about that instead.
You still get gold from being around things that die. Going after enemies will increase your income by a very large amount. You make it sound like the only source of income are the gold mines and last hitting is the only way to provide a secondary gold supply. I'm saying that the secondary gold supply already exists, but limiting who gets that gold through last hitting would be a bad idea.
As for the map editor, I seriously doubt it. Unlike WC3, DG maps are massive 3D models. It's a bit more than just a large terrain with different elevations and features clicked on. I think it would be great, but I don't think it will happen.
Lets
I'd personally love to see a map editer. Not for myself, I'm not really into making my own maps/mods. I enjoy playing other peoples
In my eyes, this game already has a very powerful map editor. It's called Maya, and the maps are rather low in poly but just super enlarged. Actually putting togethert a map in any other system other than a full powered instrustal 3D modeling engine is not possible, for there is nothing simple about the maps themselves. This isn't WarCraft 3 where you add things from a pre-existing library. Keep in mind that there is a very powerful engine tha needs to zoom out to see the entire map at once, and maps must be made to account for that and also remain a certain semetrial look.
I'm not for super semetry though, acctualy I'd be making amap with a little less. I just need a few details from GPG before I get fully underway on the map creation.
Makes sense to me
not everyone is able to spend 2000$/€ on Maya.
and it would be perfectly possible to make an editor for Demigod, I mean just because it is 3d meshes doesn't mean it isn't possible. Take a look at all the Quake, Unreal, Half-Life editors out there. Even a simple tiled based editor would work just as well in demigod as in Red Alert I.
I really hope someone writes a unofficial editor for Demigod.
That is kind of what I am talking about. I wouldn't pretend to know what the requirements are for this kind of map editor and it surely wouldn't be as simple as Warcraft 3 but I think TheBigOne is right, for games like CounterStrike the maps are 3d and can be highly textured. I also share the concern that creating maps will take a lot of money are be extremely hard to get into. I know that making maps will not be easy but if there could be some kind of editor for demigod maps or just if the put out templates for map construction and directions it would be really a great thing.
Yah Maybe not even changing the map but what you do and stuff. That would be nice.
These two points are important, and I agree with them. Having a Ladder in Demigod that is based off individual records is plain stupid. The reason is because more so than any other game, Demigod is based on the people on your team. A ladder system has no purpose in this game. Even a stat tracking system, although useful, is still useless because it won't be balanced among the differing heroes. For example, a Torch Bearer should not be Deathblowing as many heroes as Unclean Beast. A ladder system as it stands is an obsolete way to measure a person's accomplishments with Demigod. Rather, it would be much more intresting if you could "link" stats to a team. Furthermore, you could extend this idea and allow players to register premade teams. When these teams play, their stats as a whole are kept. For me, this would be an awesome addition to this game as I am sure I will have around 5 friends that will play this game. You can make teams for each map/hero limit. I think tracking stats through a team like kills/deaths/gold/time played/games won/games lost/ect. would be much more accurate of people's skill levels and promote the team based play needed for Demigod. If you start basing ladder rank on kills, I think it just takes away from what the game is supposed to accomplish.
yeah because some demigods arn't the best killers but rather can up their troops and weaken the enemy's. Obviosly that person will have less kills. Also Its like ha ha in your face u suck its just plain stupid and its not like demigods theme.
There are many great features available to you once you register, including:
Sign in or Create Account