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.
Eh, whatever you don't just disregard ladder totally you just add the amount of stats it keeps track of to determine player levels. whether it is creep kills, tower kills, or assists. Of course you track stats, anyways I think the team already has in mind something like ascention points which could just be carried over to score multiplayer games. There are many ways to play the game and there will be many ways to score it. Besides even straight up win/loss would provide semi-even matchups so just imagine how much better it will be if it is based on more stats.
you'd need more stats than they could count. I mean heals auras partial kill. upgrades some of that stuff could actually be bad so how could u judge. I mean more units could mean yay more units to overwhelm them or more feed for them. How would u interpret them. Their is no one best player.
A personal win record still isn't out of the question. Assuming there's a random pool of players, you have an equal chance of fighting or having a bad team. Therefore the only thing that ultimately changes the result of the game is you as a player. example:Situation A:team 1:badbadbadyoubadteam 2:badbadbadbadbadNow, if you're bad, you might have an even match. But if you're not bad, obviously you're going to turn the tides to your team, and win the game.consider this example:
Situation B:team 1:
bad
you
team 2:
average
badNow, if you're better than average, you'll beat the opposing team. Situation C:team 1:
badbad
team 2:very goodvery goodvery good
very good
very goodFrom the get go, the team is stacked against you. However, this doesn't mean it's impossible to win; just that you'd need to be incredibly good to do so.A player that could win in situation C could win in situations A and B, resulting in a 100% win rate. Godly player, godly win rate. Simple as that.
Also, some quick thoughts on last hitting:Last hitting evolved the gameplay of DotA. This is not yet profitable in Demigod. In the case of Demigod However, an incentive must also be made to actually kill the creeps on the opposing side. If I don't get gold from killing creeps, why bother killing them? The whole reasoning behind last hitting was a duality : First was to get the gold from the creep from the "last hit" as gold was awarded in that fashion. Secondly, last hitting reduced your influence on the creep wave's push, thusly delaying the game's end and allowing you to gain more gold in a more safe gold farming environment in between the first towers of each lane. After all, the towers freaken decimated those creeps, which meant that more creeps from the opposing side would survive for you to last hit. What I'm getting at by saying this is that last hitting wasn't simply a means to an end, but also served as an evolution of gameplay, where delaying the actual win would ensure your ability to win the game through a higher level and more items gained by last hitting creeps for gold and denying your opponent of experience. On top of that, the towers would make it an allied competition over creep kills, where if the computer wins, you lose. -and this is only the first 5-20 minutes of the game.Ganking is something absent from Demigod as well. The lack of ambush points makes everything a head-on conflict. A disadvantaged character has few ways of winning a battle. In the case of DotA, skilled players could utilize juking, powerup runes, hiding allies outside of sight range, and alternate ambush points to gain an actual fighting or escaping advantage against the enemy despite health loss, debuffage, outnumbering, etc.As it is now, people take turns breaking each other's dicks off aiming skills at each other. Since there's only going to be 8 demigods in this next release, there will only be 8 dicks on which to break. And few ways of customizing your dick. Only to make it longer and blacker. In which response is to fight their longer, blacker dick with your longer, blacker dick. Eventually someone's going to get spooged in the eye.
You've pretty much put everything that's bad about Last Hitting in that.
No, you don't need an "incentive" to kill creeps in Demigod - you already have three: Money, XP and having more support than the enemy.
No you don't want to create competition between the each of the players and their OWN TEAM AI. That completely defeats the point. It's your own army. Why the hell would you want a mechanic that makes you fight it.
As for your Ambushing gripes - there already is a significant amount of skill involved in Demigod combat, through items (do you have the right ones?), consumables (can I drink a potion now or will that get me killed?) as well as skills that slow or stun (use them now to get more damage on him, or save it for later to interrupt his teleport/run away attempt?).
I see where you're coming from for the disadvantages of last hitting. From an outsider's perspective, it seems as though this intra-competition and game delaying would be bad. However, any attempt to "end the game" puts your character's future on the line. i.e. if you fail that push, you've just set your team back. being dead means you can't farm, defend, support, etc. Delaying the game's end , defending pushes, then choosing the most optimal time to push (this could be early or late, not just *whenever* or *constantly*, the point was directing gameflow) was a gameplay must in higher-level competitive DotA. However, this is not something that's needed in Demi, just made aware of. In fact, I would rather not see last hitting involved in DG gameplay. However, there does need to be something to evolve DG's gameplay in the future. Or else it is just an attempt at a game rather than a game in itself. Drawing parallels to DotA gives us a guideline, some strengths and some weaknesses. And something to be aware of. Perhaps we'll see that more and more as different kinds of people from all different kinds of other games transpose their strategies onto this one.
Not in this game, no. This isn't an RTS. You need to have a team to back up you up. If the other players are bad, the other team is going to get more gold with kills and outclass you with items. So no, you can't win. If you can, then the game is unbalanced. Its not like Counter Strike where one player can take out 5 with headshots or awp. Your skill is bound within the rules of the game, and there is no way a very good team is going to die to one "godly" heroes singular play. So a standard ladder, I think would actually piss me off in this game. One possible way to simply judge character skill without incorporating a registered team could be to stat track each hero you play. So for Torch Bearer you would have different stats then you have for Unclean One. Any thoughts?
Stat tracking, if you want any at all (which is debateable) should be done as in World in Conflict, which is almost identical in terms of team structure and dependancy.
And World of Conflict had a very enjoyable team system. The only reason why I didn't get that game was because I couldn't get it too look good on my computer. Once again, another Computer game abit heavy on the graphics department put me down from buying it.
You're choosing the completely wrong game to gripe about system requirement woes there. WiC was one of the most efficient games of the current generation - it looked far better, and needed far lower specs than what should have been possible. Extremely good LoDing and efficient use of FX.
The good thing about Demigod is I can still play it on high graphics.. I couldn't play WiC on high. I had to swith it to low to play online. I didn't like that. ^^
I understand that a standard ladder maybe shouldn't be the only thing that determines matchmaking but saying that it will make unbalanced teams just isn't true. Unless the player pool is really small there should be a variety of players so it isn't like they are going to pair bad players with awesome players unless it works in the opposite direction. I mean I like the idea of stat tracking but isn't all your effort for naught if you lose. I mean I don't think it should be black and white but you can't speculate that magically one guy will always end up with bad players so he will keep losing and then they will still magically pair him with worse players. It just doesn't make sense. Also the points about last hitting are right and tactics are right. I mean I know there are going to be a lot of items and spells but I would just like to see positioning of your demigod play more of a role in how well you do instead of face to face combat maybe some way to ambush more because it is possible now but hard.
If my ladder rank was dependent on my wins and loses, which is how a ladder works, I would keep one account that I would only play with friends and another that would be my pub account.
I agree. I should be able to play the biggest, slowest demigod and still be able to ambush, please.
I just realized how the lack of map utility constricts the gameplay of Regulus. Those mines are damn near useless if visible. Add some points where they can't see the mines, and you've added a whole new reason to play Regulus. He could possibly protect your team from ambushes or ambush a moving player....
Fire-Ice.........what?
In every build, all of the mine's Regulus planted were always invisible to the enemy. The only reason why the mines were visible in the screenshot is because that Regulus planted them. You can see what you plant, but no one else can.
Ah, okay. I hadn't thought of many other uses for mines, but now I'm realizing there are plenty.
Yah regulus seems like now he can do some quick damage. Using his creeps to protect him.
For the record, Regulus is an Assassin. He has no minions, unless the devs *really* reworked him....
It will be fun to finally play with you guys
I don't actually mean use but more of have creeps that he can't control.
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