Now i cant remember whos idea it was originally to implement an system wich rewards you for killing that demigod who "pwned" you 3 times in a row, but i think it is an great idea and would imo reduce the amount of rage quitting a bit, becouse you want to hear that sweet word "Revenge!" and you´d get an nice bonus in gold for killing the guy, helping to get back in the game a bit. Honestly this should be discussed more...Its great idea! Maybe some other measures too like you get LESS gold for repeatedly killing the same guy again and again? Now im fine with the way the system as it is, but for some its "okay we lose" and leave the server if the person or someone else dies couple times early game, and its a shame becouse you screw over your team that way for sure.
Opinions? If you do not like the idea of making the game tad bit more forgiving, please describe why.... I´d apprecite it!
Hm, I'm not a fan of reducing the gold from killing the same person repeatedly, but I am a fan of the revenge idea. Incentive and reward for vindication is sweet.
That would be AWESOME!! It'll also help a little with raging quitting. Might motivate people to stick around then to just leave. Revenge should give like 50% or 75% extra gold / XP then normal. I Honestly think thats a GREAT idea, it really goes well with Demigod. A MUST HAVE FOR DEMIGOD - NO EXSUSES for GPG or Stardock not to have it.
I just hope enough people can agree with this to take GPG and Stardocks attention
Sounds very similar to the Team Fortress 2 nemesis system: when someone kills you repeatedly, the entire server is notified that Player X is Player X's nemesis. However, when you get revenge on that person even once, everyone is again notified accordingly. The reward in Team Fortress 2 is simply the pride of it all. In Demigod, extra gold/exp would be cool.
- andpancakes
So we can come to the conclusion that revenge is sweet and should be rewarded .
*edit* yeah hopefully this will get some popularity so the devs might consider adding it to the game!
I like the idea of REVENGE, give him .
REVENGE!!!
\signed
it's a great idea and it would not only help against ragequitting, but it would make comebacks easier to pull off...
no more "first blood = win" situations
Good idea. Agreed!
This thread needs more luv, come on peps! post your opinions about this idea!
Some response from SD would be nice too *hint hint*
Some sort of revenge system would be nice, especially since it would make the good demigod killers the biggest targets on the enemy team, which would in turn lead the big demigod killers on both teams to target each other rather than just killing the same not so great players on each team repeatedly. Personally I would set it at 3 deaths without killing them.
I have nothing new to add, but I would like to echo what others have said. Good idea and I would welcome it.
You will probably hate me for saying this but...
In my experience if you have died to a certain player repeatedly, it is likely he will kill you again unless you get lucky. He has probably better gear, a level advantage and sometimes more experience. This means he's faster, has more HP and damage and may have a crucial ability more (like an interrupt or stun).
Let's say we had that revenge system in place, what would happen?
- New players would try to get back at their nemesis instead of avoiding him and would feed him.
- Experienced nemesis players would taunt their victims into a trap (like running around with 50% HP and popping a potion and turning around to attack).
- Inexperienced players would neglect important tasks to get back at their nemesis, forfeiting XP and gold and probably die in the process.
Nothing feels better than to get back at the player who killed you 3 times already and it's sweeter than sugared pineapple, no argument there. But I strongly advice against making this one of your important objectives. If a player has killed you 3 times in a row, he usually knows what he is doing and you are probably not careful enough. (I have been there myself... ) The last thing you want to do is engage him over and over again (unless you gank him). That's exactly what he's waiting for, you will play right into his hands.
IMO the revenge system would make an interesting game mode combined with Slaughter and would be great fun for experienced players. However, if you have one overzealous player on the team...
@ Creep666: You are a good player (great game btw, thank you!), and this system will add more depth to your games. But let's be honest, players who ragequit after one or two kills are not experienced or they would know that they can easily turn that game around. They are mostly likely not even willing to learn how to play properly. They are waiting for a game where they get lucky and can accumulate enough kills to stomp the other team. Revenge might keep them a few minutes longer in your game but in the end they will most likely feed and leave 5 minutes later.
I agree that it will make comebacks easier after a bad start but I'm not convinced that the advantages outwight the problems this system might cause with random teams.
I agree with Colonel_Jessep
If someone have killed you repeatedly, base on current Demigod nature of zero sum game, it is almost for certain that you won't be able to kill that someone to avenge.
Unless the revenge system works for 1 kill onwards.
I too agree with colonel_jessep
Your concerns seem to be based off a 1v1 scenario, this revenge system may promote that simply to try and get revenge but this is a team game and a person who doesn't play as a team player are going to be shit anyway.
Assists counting as getting revenge(TF2) would help keep it more team oriented, but only the revenger gets the extra gold.
Not sold on the idea yet myself but those are my thoughts on the topic.
- keep your teammate from going into a fight he will usually lose
- gank the nemesis which leaves his two teammates free to do whatever they want
It's a good strategy for experienced players to harrass and distract two players from the other team. Draw them into a corner, keep them busy, bind them, distract them from your 2 teammates. Draw them close to a tower, then retreat for 5 seconds, make them lose HP and give them the illusion they will kill you any second now.
Sedna players know what I'm talking about...
Well if you dont have to solo the guy you can just go all out on him with the entire group and still get the bonus...None can say they never have teleported next to flag far away just to gank someone and then continue whatever you were doing .
Sure you´ll give the opposite team DGs a chance to push further but this game is about quick decisions and how they backfire on you . Feeding cant be solved as easily becouse if someone wants to run to his death you cant do anything to stop him.
Only if they also add the Dominated sound effects and character specific taunts.
Ex: Regulus dominates Rook - "Hit the bricks pal, you're done!"
Jessep's concerns are valid but this would be a pretty interesting feature and if the revenge granted enough gold/xp it could propel a losing team back on track.
As it doesn't give any bennifits to the one making the initial kills, I don't really see a good reason for not implementing it...
Colonel's fears of newbs trying to get back over and over again might be valid, but unless they are complete retards they would pretty soon realise that they shouldn't just storm after the guy which killed them over and over again...
Anyhow, I'd like to see this implemented
Well, I'm not saying it's a bad idea. Actually I like the idea - as long as it is optional. It would make for a very interesting setting for custom games (like faster spawns, tougher creeps/towers). However, I think it would be best to test it thouroughly before it is implemented in Skirmish or Pantheon or as a global feature.
This is very similar to how one-armed bandits and lotteries work. You are promised a large reward for an unlikely event and it will encourage many people to take far greater risks than the logically should.
Most of you will have experienced the satisfaction you get when you finally killed that Regulus, Unclean Beast or Sedna who pestered you for the last 20 minutes with mines, spit and last second healings. It feels so good to finally get back at them! An experienced player will wait for a good time, coordinate with his teammates and bring consumables. It will be great fun! However, it's probably not a good feature for inexperienced players.
I wonder if it would be possible to give access to this feature at a certain experience level or favor. If all players have >2000 favor it's switched on or something. If you have played long enough to gather 2000 favor you should know not to take unneccesary risks. Well, most of the time. *innocent look, whisteling*
And we could even have an achievement for it.
Nice idea . +1
Love the revenge idea, also like the idea of diminishing returns for killing the same person over and over. Would stop the ai farming when faced with a 2 humans v 1 human & 1 AI.
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