Want something in Demigod’s balance changed? Make the case in this thread.
Everyone here at Stardock and GPG can feel the electricity in the air. It’s that feeling, that knowledge that the game you’ve been working on is going to be a hit. Those of you in the game industry know that feel. But for those of you who aren’t let me explain: Game projects take years from start to finish and let’s face it, statistically, most games aren’t very good. And for those on the project, it can be a real morale killer because the teams on those games usually know it long before release but cannot really do much about it. With Demigod, both teams (Stardock and GPG) know they have something special here.
That said, I’ve put together a list of change requests that are in front of us to see what we can do and what we can’t do.
This is the official change-request discussion thread. As these features are changed/added/addressed we’ll update this post.
I. Game options
d. Tower Strength
i. Weak is 2800. Please change to 4200.
ii. Normal is 5600. GOOD.
iii. High is 14000. Please change to 8400.
e. Grunt strength
i. Please change to” Grunt HP”
ii. Weak is 240 HP. GOOD.
iii. Normal is 390. GOOD.
iv. High is 870. GOOD.
f. New option: Grunt Damage
i. Weak: 75% what it currently is.
ii. Normal: what it currently is
iii. High is 150% of what it currently is
iv. Severe is 300% of what it currently is
g. Gold rate
i. Low. please increase by +1.
ii. Normal. Please increase by +2.
iii. High. Please increase by +3.
h. Starting gold
i. add: Please add “low: $0”.
ii. normal is $1000. GOOD.
iii. high is $20,000. Please change to $5,000.
iv. filthy rich is $40,000. Please change to $15,000.
II. Citadel Upgrades
b. Building Firepower. Please reduce cost on each one by 50%.
c. Currency.
i. Currency I. Please change to 4 gold.
ii. Currency II. Please change to 6 gold.
iii. Currency III. Please change to 8 gold.
d. Black Smith
i. Black Smith I. GOOD.
ii. Black Smith II. Please change to 40%.
iii. Black Smith III. Please change to 50%.
iv. Black Smith IV. Please change to 60%.
f. Experience.
i. Experience I. Please change to 20%.
ii. Experience II. Please change to 30%.
iii. Experinece III. Pleae chnage to 40%.
iv. Experience IV. Please change to 50%.
III. In-game Balance
a. Going up a war rank gives all players on that team 1000G.
b. When teleporting, the target destination displays an animation to cue players that someone is teleporting in.
See: http://www.youtube.com/watch?v=AhuPKYyKu5I&eurl=http://forums.demigodthegame.com/342558/page/4/&feature=player_embedded for refrence
c. Torch Bearer
i. Fireball I. Please increase damage from 300 to 400.
ii. Deep Freeze. Cool down penalty on others reduced by 3 seconds on each on.
d. Rook
i. HP decreased by about 10% at all levels.
ii. Boulder Roll 3 stun time reduced to 3 seconds.
e. Unclean beast
i. Base speed reduced to 6.0
ii. Reduce melee damage by about 10%.
iii. Reduce HP or Armor by 10%.
f. Destroying a tower provides 800 gold, destroying a fortress 1600 gold.
IV. New Items
a. Scroll of rebound. $250. Upon use any spells cast on that player or area around player within the following 2 seconds are rebounded upon the caster.
b. Ring of rebound. Instant cast time. Upon use, any spell cast on that player or area around player within the subsequent 2 second are rebound upon the caster.
V. Ongoing Bug issues that must be resolved
a. Disconnects in-game
i. More consequence for disconnecting
ii. The game must be able to cleanly recover from a disconnect.
b. Connectivity
i. Connecting to other players needs to be as reliable as possible
ii. Current beta connectivity dialog needs polishing
c. Pantheon
i. Pantheon experience when connecting needs polish
ii. AI players should be last resort and there should always be at least 1 human player on both sides.
d. In-Game (separate bug database not covered in this thread)
VI. User Interface Requests
a. Tracking toggle button on screen (for new users, the [T] track option for having th3e camera follow and center on the Demigod is very nice but not easy to get to.
b. In the lobby screen, display the Experience rating (from the Pantheon) by a player’s name to make it easier for players to balance custom games.
VII. New Features
a. New Multiplayer Option: Skirmish [Demigod]
i. User selects Skirmish then choose Demigod and then presses Fight
ii. Impulse Reactor puts together players that are balanced to battle it out.
iii. Pantheon displays separate top players for Skirmish.
b. Pantheon Teams [Pantheon]
i. Players can create and join teams
ii. Player s can only belong to one team at a time
iii. Various ranking options based on Teams.
c. Skirmish Tournaments [Pantheon]
i. Not to be confused with the Pantheon itself
ii. Set begin and end date where players participate in a series of Skirmish games with their rankings filtered during the tournament. Top players win prizes.
Version 1.03: Updated March 29, 2009.
DalzK:
Mike and I are trying to get that in. Just have to get engineering approval to get it into day 0.
Wow that would be beyond great if it got in. Will worship you guys forever if it does!
For "Starting Gold" could we have an option above High but below Filthy Rich? Suggest "Very High" or "Rich", which would be set to 15,000g. Filthy Rich should mean you can buy any item in the game at the start of the game. 15,000 excludes some items, mostly the high end artifacts. 40,000 means you can buy a variety of lower end items or a top end artifact and some other knick-knacks.
That would be awesome.
And all credit to Sorian for his great idea
Hi there. I bought Demigod 3 or 4 days ago, and i'm really enjoying it : the overall feeling is great, and the demigods are really fun to play. However, i've noticed some lacks, or "that'd be great if..." stuff. I guess it's the right place to talk about that so, let's go.
Disclaimer : i'm not the kind of "Do it like i said because it sucks right now" guy, and english is not my native language, so i apologize if it sounds direct or imperative. Those are just suggestions, and i wont insult you if you think it's not interesting. And since i didnt read the manual, i may lack some basic commands or stuff ^^ (but i think that not reading the user manual is good to pinpoint strengths and weaknesses)
UI Improvements for Generals :
UI Improvements for everyone :
That's all for now. I dont want to bother you more than that with my requests. Here comes a tweaked screenshot, with examples and illustrations of what i've suggested above. And since i havent played in multi so far, but only a dozen of tournaments in solo, i have some thoughts and remarks about the AI. Is there any opened thread devoted to that task ?
I really like the idea of a minion display, but it would be nice if it was more compact.
Maybe just have the 4 minion icons (your normal three and your custom minion) each with a number representing how many are summoned. Clicking on the icon will select all of that minion type.
But if the display was customizable to match more than one general preference, that would be even better
I totally agree with the compact UI. My tweaked screenshot was just to pinpoint some of the potential location; the purpose was to say "i have those ideas, and there's room over here to", not to tell the exact scales of those stuffs. That was a quick work in paint.net , so it has some limitations.
Actually, i did play only Sedna and Oak, so i dont know how Erebus and QoT works, and if that proposal matches to their mechanics and own minions. I guess they have some UI dedicated team to test that, and maybe it's already in their pipes
You can get that information in a tooltip by hovering your mouse over your hit points or mana in the character info sheet.
Does anyone think that fortresses need to be beefed up?
When I consider a fortress vs a tower, a fortress should do more damage, be tougher and be physically bigger. The damage seems much weaker than towers however.
Yes you can, but the interface would be much better if you didn't need too. Would be good if it appeared in the minimized stats as well.
Hi there !
I would like a war-meter somewhere in the top middle (or just above the character's mana picture and health with a thin line) where you can see how much warpoints you need to get to the next war level. My memory as bad as ass and i do not wanna tabing all the time to check my team's war points.
Thanks
I'm looking through the changes in the OP, and I'm just seeing, wrong, wrong, it's all so wrong.
I really appreciate the option. Towers don't need more or less strength, they need SCALE. A fixed value, none of these will make the game play better. You haven't really rebalanced anything, just changed the arbitrary time before we can start actually killing the enemy. If I was to play against the 1st and second best player in the game, I'd last about fifteen minutes. That's FAR too long. Take other successful RTS, like WC3, games can be over in very fast times if the skills are very imbalanced, which is how it should be. Here, you're just setting a minimum life of a game. It shouldn't HAVE one.
I think that the sum of a defensive position should be equal to the power of one Demigod, and heavier ones two. To begin with it would be 1 level 1 DG. This means if I play Crucible 2v2 and I nail the other team and we're both still alive, we can go trashing them and winning the game right now. This makes the game so much more intense and variable, a Demigod dying really leaves your team exposed, and the retreat time to heal up is a major issue, which makes doing damage vital, because regeneration is very risky. Then, the tower upgrades will allow them to stay at roughly this powerful comparatively for the whole game.
All of your options are like this.
This is wrong, oh so wrong. Who cares what it is at the moment, the reason we're changing it is because it doesn't work how it is. One creep spawn of grunts should = one Demigod. That is, if you get Regulus, and he gets surrounded by minos, he should generally die (ignoring consumables, or him running away.). AoEing down the creeps becomes a big deal (and AoE should be nerfed), because if you don't deal with them, then they will kill you and your towers.
These two simple changes, applied to the other creeps too, would force players to actually wake up and deal with Minotaurs and the death time and porting back to the crystal as a big deal (teleports would be more expensive). Instead of atm, where it's just kill enemy DGs, kill enemy DGs.
I'm in a rush, so I apologize for not reading through the entire thread.
I was hoping that we could get the interface changed a little so we could see what we were selecting. When there are a lot of minions/reinforcements, it gets really hard to click on stuff. Also, if you have played Guild Wars, it would be nice to have a window where we can monitor the health of our teammates, and click their names in case we need to cast something on them. Finding them in a crowd is a pain.
If you could do this, I think it would greatly improve the gameplay.
I'm surprised there are no nerfs to snipe in the logs. It is incredibly powerful as is.
I was just trying to be helpful, sorry if you knew that already.
I dont get the yellow or blue colours in the list... what do they imply?
Not sure if it's been said probably has but we really need voice chat.
Any chance of a pause button for SP? Its hard to take a leak when the game can't be stopped lol.
how about Pantheon showing correct information about games played/games won/games lost?
I second this motion. This would really help out alot when it comes to teamplay and keeping track of your minions. As it is now, when things start to get hectic, it is very hard to keep track of your minions in the chaos that comes when the tides of war clash. And for the team UI improvements, really help in improving the team play aspect, when you can see the state of your allies at a glance.
I know it has been mentioned in other threads and above in this thread, but voice chat would be awesome. Typing in chat is to time consuming, which leads to most players not taking part in team strategy, or conversing with his own teamates. With voice chat, you can really improve the teamplay alot.
And why not even have two chat channels that you can access via two different buttons. One for team, and one public. That way, you can keep your teams chat secret, but still be able to taunt your opponents
think currently the game mechanics is a bit unstable in the regards that the winning team continue to win and the losing team continue to lose in runaway negative spiral fashion. This is due to the fact that, when there are skill difference between DGs of opposing team, even slightly higher skill players will be able to level up, and then reap huge gold rewards by repeatingly kill lower level DGs very easily (due to better equipment and higher level). The monetary amount and experience gained does not drop with level difference. With the increasing gold rushing in, your DG is better equiped, your citadel is better equiped, you kill enemy DG easier, and this sequence repeats; in the end this come to a runaway spiral that makes a slightly losing team harder and harder to regain dominance.
In addition, there is no reward in killing an enemgy DG that is 5 levels higher than you, you always end up running away from a high level DG and this isn't fun for both players.
I propose the gold and perhaps experience gained has a bonus or penalty base on the difference between your DG and enemy DG. For example, if your DG is 2 levels higher than your enemy DG, you gain 200 less gold than base level, 400 less for 3 levels, 600 for 4 levels so on and the minimum gold gained will never drop below 400. Converselt, if your DG is 2 levels lower than your enemy's, you get 200 more gold than the base level and so on.
The formula is (-n+1) * 200 where n is level of opponent DG - level of your DG.
Add more items to buy, perhaps more items slots to equip them. This allows a greater "unique" customization for players are different styles.
Also, a BIG thing I think should be buffed is every DGs +health skill. The benefit is so low that most people ignore it unless they have nothing else to put their points in. It needs to be doubled at least for people to want to sacrifice a point in a "killing" skill. This allows DG tanks to be built.
You mean they suck like are bad or like overpowerered bad? I find both the of these useful and at just the right spot. Either way I think those builds are just right. Very nice to play with.
Now to what I am actually here for, I don't know it anyone has posted this already but a map/arena editor would be amazing. After all the connection issues are fixed this should be something to focus on. That is all
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