This month marks the two year anniversary of Demigod's initial release. It's time to start thinking about its future.
If you had your way, what would you do with Demigod?
For example: For a Demgiod v1.5, what key tweaks would you do in that?
For a Demigod expansion, what would you do in that?
For a Demigod sequel, what would you do in that?
We'd like to hear how you guys would like to see Demigod evolve in the future.
I would also like a relatively small # of DG's in a future game. I would absolutely adore the entire cast coming back in for a sequal. I them all.
I'd think Demigod II is the way to go. Keep at least the current Demigods. Twelve would be a really good number, though, especially if they get more depth than now.
Still, I'd like to see the unique maps above. Get something the competition doesn't have in really awesome map design.
Yup. Focus on map-design and maybe allowing the community in with custom maps (ie. make DG2 mod-friendly.....at least as far as non-ladder games are concerned)
Also, yes keep the number of DG's low but flesh them out more.......and have them all as "assassins" this time round......don't introduce balance/gameplay issues by having assassins AND generals like last time.
Honestly - connectivity is really the absolute number 1. Even if you just ported dg1 over to a new engine or changed the network structure, as long as the connectivity is solid, we'll have a good community for quite some time. I think we'd actually still be going very strong now if connectivity issues weren't there - bugs n all.
Unfortunately it seems that is out of the question for DG... or am I not reading between the lines correctly?
No - I think you are reading correctly - it doesn't sound like there will be any connectivity improvements for the current iteration of Demigod. Way too much money involved for little gain (or so that's how I read it). That would come in demigod 2. The question is - will there be a DG2 and will there be any new patches for Demigod as it stands.
Well that sux...
There is no point if the connectivity isn't addressed imo.. I don't care how good you make the favor items. Just put effort/$ into a sequel that can be played with some confidence.
Sounds good to me, no lag please.
I don't personally believe that fixing connectivity issues in Demigod is a lost cause. Nor do I believe that it would necessarily require an inordinate amount of time or money to do so. The question is does SD own the IP and/or netcode and if not can such modifications be done to the netcode without breaking contracts etc. that may exist.
I have long believed that although the inability of P2P traffic to be forwarded directly to many pc's (either because people couldn't/wouldn't forward ports, dual-NAT'ing or shared connections in Apartments or University dorms) was a huge issue the even bigger issue revolved around traffic state handling etc.
Many consumer model routers and ISP-supplied modems or "home hubs" are not able to handle multiple concurrent connections properly (ie. initiate, track, close, reopen etc.)
One way to solve the "port-forwarding" issue is to use tunneling/encapsulation (ie. VPN) technology like Hamachi. Unfortunately while VPN's bring benefits of bypassing troublesome routes (ie. flaky DNS, strict routers/firewalls) they do increase network transport cost (ie. overall latency depending on the ecapsulation used) and can cause desyncs to happen more frequently since certain traffic states are harder to verify when encapsulating traffic to tunnel past routers/firewalls.
Solving the problem of connection-state handling and dealing with routers/modems etc. that aren't made for the job is more complex, but still possible. One way to keep latency in check is to use region-locking (which of course is not desireable if it can be avoided), so morphing the netcode into a hybrid between P2P and client-server for different parts of the netcode could be looked at. For example when starting a game the host could select to use his own system and connection (if he knows it's properly set up and capable) or "the cloud" to spawn the game lobby. This lobby would use a client-server infrastructure to initiate and track connections between clients. The game code could then still use a hybrid P2P traffic model on top of the client-server tunnel/encapsulation to keep bandwidth and latency down and make sure that every game stays in sync with each other.
Of course these are just "theories" of mine. I'm no game developer.........I just fancy myself a bit of a networking geek so please take what I say with regard to "fixing" Demigod connectivity issues with that in mind.
the Monk
Sweet .... I'll expect something on my desk by say tomorrow afternoon then?
I don't mind a smaller number of dg's, as long as they make up for it by having multiple builds that are decent (ideally no "this is the best spec." A good job on this w/ tb who has 3 good builds, a not so good job with it on occulus who really only had 1).
re: the_Monk
I'm not sure what the benefit of making the lobby client/server would really be, if all clients still have to connect to one another upon game start. It'll just delay any connectivity problems until you launch. That wouldn't affect any mid-game connection drops either. The only thing this might be able to address is lobby drops (likely caused by all 7-9 other players in the game attempting to connect to the joining player at the same time), but GPG has that problem with SC2 as well, and they haven't been able to solve it despite being aware of and actively working on the problem for 6+ months. However, for what it's worth, SC2 does not drop players mid-game.
I'm not trying to be overly negative here, but it's definitely impossible to change the game's core P2P model in a patch of any kind, so the changes that could be made are very limited. Unless there's an overlooked flaw buried deep inside the netcode that's causing this, there's not much that can be done about it.
I think you're misunderstanding my suggestion. I am well aware that a complete rewrite of the netcode in Demigod is far beyond the scope of a simple patch or even expansion. What I'm suggesting is an "addon" to the existing network model. I'm suggesting that the game's network model be morphed into using P2P on top of (inside of) a hybrid client-server model. The game's lobby creation/maintenance and the game's overall transport/session layers would benefit from a client-server model rewrite (as I posted in Reply 85) while still retaining the benefits (there are sync, bandwidth and cpu usage benefits to using P2P) of the existing P2P structure at the application level within the tunnel/virtual client-server environment.
Of course as stated earlier.........I am not a developer.....just a lowly network geek so I'm probably missing some all important "this is why that wouldn't work" step.....
the Monk
Ok, that makes sense. Use a client-server layer to maintain connectivity and prevent or repair inappropriate drops-- presumably by pausing the sim until all P2P connections are re-established or the P2P-dropped client drops from the server as well?
I couldn't tell you whether or not that's doable in a patch, but it makes sense within the completely-P2P confines of the moho engine's sync/sim model. At the very least, it could be a strong consideration in any sequel that also uses a P2P model.
I think that's a bad business decision. New Demigods get people interested in playing more.
Well... traditionally, games do get expansions. I'd assume they'd end up going that route if its not f2p. I can't imagine them refusing to create new dgs if dg2 is successful... I just don't think we need 75 of em.
Everyone gets excited about playing the game when you release more demigods. How is that not a good thing for the game?
Yup. You've got the gist of my suggestions now. Of course what I originally stated in reply #85 still presents the problem of additional network overhead cost whenever you encapsulate/tunnel traffic. Sure you get the benefits I listed, but you also may make larger games unplayable (since at the end of the day it all has to come down to available bandwidth compliance as well). I don't have any real numbers but by my mind you still wouldn't be able to play games much larger than 4v4 since the original P2P network model of DG doesn't seem to be very efficient to begin with. Adding the fixes I'm talking about might fix the connectivity and sync issues but might increase overall latency even more if the available bandwidth isn't enough.
At the end of the day the real answer is to make sure any DG2 ships with more efficient netcode to being with. I don't believe that the P2P model necessarily needs to be abandoned since it does provide for some benefits over the client-server model at the application layer for RTS games. At the transport/session layer however the client-server model is much better at initiating and maintaining connectivity so again maybe a hybrid technology of P2P and client-server could be used in any future DG project.
heh... how does what i said differ from what you said?
More demigods is fine if they're very, very thoroughly tested, well-balanced, and fill an actual niche in the game. As others have mentioned, the 'more new stuff' model works well for F2P games, and it also can create temporarily-renewed interest in decent games that aren't balanced well (like, well, Demigod), but it can and usually does create as many problems as it solves.
A game that's well-balanced from the ground up with a good variety of different hero paradigms, especially one with 2-3 possible builds/roles per hero, does not constantly need new heroes to build hype and keep interest. Nevermind that nobody cares about new stuff for a game that's known to be broken and un-fun to begin with, and when the playerbase has dwindled as much as Demigod's has, there's nobody left to care. Stardock could have funded and released a DLC with 10 new Demigods 8-9 months after launch, and the game would have sold maybe a few thousand additional copies at best. Probably none at all if the price of the game and the DLC combined broke $20-30.
Maintaining and tweaking emerging metagame balance, fixing bugs, not botching your game's launch, and fostering a vibrant competitive scene with strong matchmaking and ladder systems are much better and more proven ways of keeping a game's sales strong than random new crap.
yes agree strongly on this one... quality over quantity please
I think the more well thought out Demigods the better honestly.
Make a demigod 2 definitely. The game its self is spectacular, but the execution was just terrible. Fix online play obviously... but also.. think big! There are all these different characters you play... add in some form of campaign? With just a campaign this game got a million times better. Then let's go ahead and add in a team dedicated to adding new content and updating this game. This game just screams potential and it woud be so nice to see the makers of it do something with it.
can't disagree. Just say that a nice starting point is 10-12.
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