This post is a continuation form my last post about the mod'ing community we're trying to build. One of the main focuses we've been discussing is aspects of mods that could be incorperated into an "overhaul" mod for other mods to build off off. Basicly we'd like to to spend the time and effort laying down the foundations so that higher quality mods can be build from our base. First step for this, and for the community on whole is building a "wish list" of mods that we'd liek to see in the future for Demigods.
This is being done through a wiki that we have set up on the dgmod.com website. The wiki will work in two ways; firstly it will help to list out all thos emods that developers might be interested in making. secondly it also helps to organize who is currently working on the mod so other mod'ers can contact them and help out.
Reason for this post is both to inform those about this new wiki and also to ask for contribution to it. You can contribute in a few ways:
Posting
Simplest way to contribute mods you'd liek to see would be to post them below with a link and a short description about what the mod would entale. As mods are posted we'll add them to the wiki so that a others know about them.
Wiki
most obvious way would be to go to the wiki page directly, sign up and edit the page directly, adding in the mods that u want. To do this visit the page here:
Mod Wish List
and sign up in the upper right hand corner.
(for those what are trying to edit the page, sorry i wrote the whole thing in html... it might change later if malard can do a better job so for now try to bare with it)
Channel
Another way would be to visit the channel and chat to us directly. The channel is:
Server: irc.stardock.com
Channel: #dgmodding
with the SDk right around the corner, this is the time to get these mods organized so they can be made quick, right and (most importantly) well. if you have a mod in mind and would like some imput or even just a few pointers come and join us on the channel, we'd really enjoy the chat
these changes are silly imo. changes to balance should be left for the devs.
bad idea imo.
bad again. just change % based heal to a set amount.
^ I agree with not changing too many balance issues with mods, but leaving that instead to the developers. It can easily divide the community too much.
3 game options I'd really like to see.
1. Kill goes to highest % damage inflicted on that demigod (since it was last at 100% health) instead of last hit. Assist goes to others who helped. Last hit sniping becomes irrelevant.
2. (and I'm not sure I even want this one) Kills that are purely Light or Dark forces divide their gold between team members.
3. Be able to choose team from dropdown menu, thus allowing more than 5 members on one team for some skewed fun.
And just for fun:
4. Be able to choose your own colour from a dropdown menu, heh. Aye this is very trivial!
No other same-type games do that, but it's something that gets requested, I'd leave it as a dev option, but if anyone wants to do it then go ahead.
Wut? I don't get this. If someone damages themselves they deny the gold being split? How are kills not purely one side or another?
We're doing this one, gonna be up to 8 teams for the custom maps. ^^
#1. Hey. Yeah I'm aware the other games from this genre don't offer that option either, however I play almost entirely with my friends and I have to say as pety as it might be it is the cause of MANY arguments >.> Imo it actually makes more sense for the technical kill to go to the highest damage dealer anyway, but I admit its preference. If this were just an option in the regular game option menu that could be used in any of the game types it could be quite convenient.
As for #2, what I meant was careless people + AI sometimes get themselves killed by towers or grunts without the intervention of any enemy DG's at all. So they die to your side, but nobody gets gold, technically you may not deserve the gold to your team but it can sometimes feel like a waste, and I know I've read someone else on these boards saying they wish that gold was split between the team members of your side also.
Glad to hear the third suggestion is already in development! Many times when I play with my housemate and we wish we could have 8 enemies instead of 5.
Stackd_Actr and Remiel -
In the six months since release, I'm counting maybe 6 changes to balance by the devs. That includes tweaks to given items, not just major mechanics shifts. Do you foresee a massive upswing in dev balance changes any time soon? If not then maybe we should, you know, help out
Frogboy has talked about implementing good mods back into the official version. Don't you think there is room for proven mods that address more than UI and meta biz?
I'm really not knocking the above efforts, I think they are awesome, or even the devs, bless their hearts, but I'd also like the viable opportunity to use Queen of Thorns, Yetis, and more than the same 10 items and citadel upgrades across builds and games sometime in the next several months, how about you?
Now if the specific balance changes I'm recommending for that baseline balance mod I'm envisioning don't suit your fancy, then by all means give me a reason beyond "silly" and maybe even make another thread about it so we don't derail this one..I'd be interested in what you have to say
Cheers
Just did the basics for this, just need to add it into Dominate game mode, and then implement a Draw system, since atm a draw on slaughter shows a loss for both sides. Sleep time now though.
Just realised that Cosmoe had the same idea. If "double tapping" (double click) is used, the sound will have to be modified. It would be annoying if you double click, and get a one-click feedback.
Well I haven't called anyone elses ideas silly. By all means if someone can balance out the fact that the same few items are the best for just about every spec/DG then of course its great, and if incorporated into the original even better. My only concern as I mentioned before is that balancing mods can segregate the community between those that do and those that dont. My hope is that the mod distribution system they implement allows distribution within the client, so that if you join a game you automatically download the mod you dont have from that person.
If that is not the case, and mods have to be manually installed each time, I think you'll find a lot of the community who are more casual than those of us planning to mod.... well I can just see games taking longer to form, and the community getting a little segregated.
On a related side note: for the same reason, I genuinely hope there are different flags for mods, as to whether you can use them on your own PC to no effect (ui's), or need everyone in the game to have the same mod (balance).
first of all please dont mistake "silly" for "bad". because personal opinion effects your/my perception on gameplay balance it doesnt mean that your/my ideas on balance changes are "what should be done".
the best thing to do is change the game dynamics and balance as little as possible and come up with as many suggestions as possible, even if they are shit, so people can take their pick at the "best one to fix it" so cries of "OMG OP" and "OMG NERF" are less of a concern. for example, HoL nerf. who uses it now?
i see this game mechanic as fine as it is. if your team lets their guard down they deserve to be punished.
here are some ideas on flag buffs instead:
this idea isnt bad, but there are many other options you can change to stop perma-locking like:
just play towers on high. it works fine, us aussies play it all the time.
lastly, i just dont like hearing one solution to a single problem, when their are many possible alternatives, the more the better for this game.
Actually, I count only 3:
(I do not count fixing bugs like Sedna's Bishops heal % bug.)
Now, all three of them were good decisions, but they were only made on behalf of the pressure from the community.
The fact that Frogboy stated that Demigod is already "well balanced" makes me worry a lot. I can only hope that the more games he plays (or once he tries playing QoT), the more he will understand my point of view:
Games like Demigod (multiplayer centric; PvP) are very competitive and need constant balancing.
Already done, there is a game lobby option for the host to set to force Unique Demigods
Another idea i just had...
Let's make an example for Cataract.
The portal flags would stay, so would the Fortitude flag. The side flags would be random but the same for both teams (so 2 random picks here). The 3 center flags would be completly random.
I think this could bring some variation of play for the maps, as you'd have to adjust your strategy depending on the flags there are.
I have a large amount of things I want modded
Like changing order of minions (preists > angels, switch them round)
Added minion upgrades SPECIFICALLY i.e Minotaur, preist, angel upgrades. None for giants though... except maybe some more speed
Readding towers that are destroyed (buys back latest destroyed tower or one closest to base) or upgrading specific towers in a way like mentioned above
Add random effects like alien attacks or a lava stream like TheScottishAlien suggested (cant find the link will edit later) to maps
And of course creating a tower defence sort of Demigod ><
As it is Im still young (well 17, not very) and have little coding knowledge or experience and was also wondering if there was anywhere I should look for insight as to how to do these requests myself if they remain too much for the current community
here is another mod i would really like.
a mod that records the k/d ratio of everyone in the game and puts it under you notes for those players.
i highly doubt its possible though.
I would like to get a few mods that handle the UI stuff better.
namely:
Rework refresh:
keep the game selection even when updating the list (really annoying when you see a game you want to join and it unselects it because it added a new game to the list)
When standard settings are on in a game show a green light beside the Game Settings
tooltip: "Standard settings"/"Modified Settings"
allow clicking it to change settings to standards (host)
Allow a list of demigods to be chosen by random (add a new choise)
make the game count down from 5 before starting
The host alone would handle this: if someone unreadies cancel countdown
and the thing I want the most:
Replays
allow naming-formula
-add button in Replays menu to open a text box that contains the naming formula
-add a help box aswell, containing all the variables you can call
-example of naming: %EnemyNames%_%map%_%date% --> Enemy1_Enemy2_Enemy3_Enemy4_Enemy5_MapName_24.10.2009
also:
allow opening a replay through windows inbuild loading box...
I recon most of these should be somewhat easy. none of them would actually change anything in the game and thus shouldnt cause any problems. And they should allow players without the mods to join and play without any problems.
Refresh rework: No interaction with others needed
Countdown timer: everything handeled by Host just delays the start-command being sent and isnetad sends the countdown through chat
Standard Settings Light: "restore default settings" button moved, nothing should have to change in teh way the game handels these
Replays: Done after the game. Might include some counters to keep some info available after the game, but should be possible to implement without any changes (as long as the naming uses an accessable formula)
Demigod choise list: possible if the client itself sends the demigod choise to others on game start
There are many great features available to you once you register, including:
Sign in or Create Account