I'm seeing a lot of posts right now about future demigods. Usually it's someone's total conception of a Demigod involving lore and thematic abilities. Example: Grogsmak the Barbarian - A liberated slave of the Popo people who makes it his duty to blah blah blah evil sorcerer blah blah blah Space Pony blah blah blah Magic Sword of BlahBlah blah blah blah [Abilities 1-7] Don't get me wrong, some of this stuff is really, really interesting and creative, but I'd like to look at it from the other direction - What holes in the current choices/teams need filling? Let's talk about what we are missing, not just what would be cool. If we start to approach it from the holes then we get to do some interesting things - we don't need to construct complete Demigods. We can come up with specific abilities and ability classes, themes, and character classes that would counter or compliment what we already have really well. More broadly, we can introduce elements that are missing from the overall gameplay mechanics. For example: The abilities included in the day 0 LUA notes show that new General Occulus can severely limit the vision range of his opponents. This introduces some ambush and hiding potential into a game that hasn't really explored these elements much at all. So I'm throwing it out to you - what classes, themes, abilities, and mechanics are we missing? How will they work in relation to what we are already playing with? Why should we want them?When we have enough of those then we can start to fill in the Demigods who use them.... I'll put some ideas up when I have a bit more time...
There are a LOT of good ideas on this thread. It would be great if someone could take the time to add them to the "Game Features Master List" or "Demigod Master List"
I created these to help organize everything, increase exposure, increase collaboration and decrease idea redundency
Demigod Master List: http://forums.demigodthegame.com/350731
Game Features Master List: http://forums.demigodthegame.com/350733
Gametype Master List: http://forums.demigodthegame.com/350730
egyptian demigod
1. The nice thing about Frogboy, STardock, Tyo, and the GPG dev team, in my experience, is that they'll change their mindx if the arguments are persuasive enough.
2. You read Tyo's take on layering, right? Does that sound like the perspective of a designer who will leave the game alone before it has proper depth? Will that depth necessarily involve 20+ Demigods? I guess that depends on how persuasive you can be ^^
Another thing I think we have to take in account is the lore behind the DGs. I've seen more than a few times here people wishing an egyptian demigod. If you read the lore well, you'll see that Unclean Beast is actually our Arabic Demigod at the moment.
I guess devs will continue to search for art/background ideas that completely differs from existing Demigod. I also think they are trying to put together Demigods that furthermore do not partain to any dichotomy that is culturally known (i wouldn't expect a classic horned-demon DG, it's too close to Reg), but instead really put a clash between completely different universes. Furthermore, I think the less bland-human DGs we have the better (i do like Sedna, though, but she's the human race representative, lets get something else). Someone said we need more Rooks ans QoTs, I agree, that's what made me buy the game.
So for now we have as background themes/"races" for our DGs:
Norsemen / Undead human - TB
Arabic / Demonic beast - UB
Woodland / Fairy - QoT
Vampire Lore / Vampire - obvious
Angelic / Fallen Angel - Reg
Your all-around medieval human village / Animated building - Rook
Inuit / Human - Sedna
Undefined noble exile (actually, I think that this kind of background that doesnt give details to exactly what kind of being a DG really spices up things, lets us imagine and opens up a lot of possibilities) - Oak
So what would be left for our next DGs? There's a still infinite potential, I hope the devs are really looking into it. Adding to that is the class-role model each Demigod has, which can totally differ from what the race announces. I mean it's normal to think of Rook as a tank, but seeing QoT; a fearie that is (supposed to be) the lead siege-engine of the DGs is another great idea.
Ideas - mine or other I've seen in the forums, but reformulated here (always in the background/"race"/class suggestion format):
More traditional :
Underground society / Small stature-race e.g. halfling / Thief-whatever well designed stealth mechanic
Savannah tribe / Pygmy / Hunter-type, hit and run tactics (give me a blowpipe skill please !! )
Waterworld / Mermaid (why not make it an octopus-lady or crab-like man!) / Charm, creep control
More ecclectic (anything unusual, surprise us; that is what I long for) :
Magical accident in a sorcery-astronomy tower (said child of god fizzles a spell and soul gets embedded in things around him) / Animated contraption made of principally a telescope and other magical or laboratory-like furniture / Utility mage with observation, debuffs, mana drain, mana boost to team
Swamp (said child of god gets stuck is a hermit who gets so accustomed to his surroundings that he bcomes part of it) / Mud-swampish elemental / General with movement control and toads as minions
Oriental setting (said child of god is a servant in oriental court and falls in love with prince/princess and they become fusioned as a one and only being during a particular event, make it a war or cooking accident) / Androgynous human-like being with two sides, one male and one female / Lots of possibilities for class here
That'd be it for now, yours to comment
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