So many Good ideas!

Consolidate them here!

Hey guys, i was thinking we could consolidate our really good ideas here. The Devs really read this forums alot (i hope they do!)?

Forinstance stuff i've seen so far is.

Random match making, rankings, VOIP (especially useful for the random matches)

Destructible terrain and maps. Bridges being destroyed or falling away.

Physics, i mean who dosent want to see the rook sweep a bunch of wee lil mobs off the map hey? I for one would love to see bodies falling down the waterfall on the waterfall map.

Side objectives. Things that you can do such as taking over a large cannon on a map, and then using it to fire into the enemys base or somthing, it starts off neutral and then you can take it over and guard it or attack it.

Crazy cool maps, somone mentioned a map on the moon, how awesome would that be! Imagine the map being peppered by meteorites, nothing to crazy but just coming down ever so often hitting random areas. Or lava based map, where a bridge could get temporarily swept away by lave including the guys on it.

Blood, ya ok thats mostly me, hehe i wouldnt mind seeing red water on the waterfall map xD

Animation/Kill moves, and i think this is a big one for people, regardless of bloodyness or not, i think people really want to see lots of beautiful animations, and things like (someone elses idea) the rook grabbing up one of the smaller guys slmaming him down on the ground adn tossing him out of the map. 

ALIVENESS! I think what were asking for is things to really feel fluid and alive, and interactive! So far from the intro movie, i have been so damn impressed, the animations are so beautiful looking, you guys better watch out your gonna give us gamers too much hope!

Anyone else got any ideas they wanna consolidate?
67,241 views 35 replies
Reply #1 Top
The problem with sync kills is that the assassin then gets screwed when the rest of the units are allowed to blob it while they are in sync, obviously units don't take damage while in sync, so the assassin would take one metric ton of dps at once... or the alternative.. obviously assassins will have some aoe moves allowing them to clear the assaulting forces... therefor after said sync kill.. said blob having gathered would therein be screwed.

Rapier and I both agree that sync kills would be bad for this sort of game environment. It's not like Dawn of War.
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Reply #2 Top
I'm not saying it's like dawn of war :) And btw this post is more about consolidating ideas we'd like to see in the game. So it'd be nice if ya didn't shoot them down. Afterall, there IS always a solution to any problem, FOR instance, The rook could say do a stomp or something that knocks the guys around him down so hes not getting mobbed while doing a "sync" kill. There's always a way around stuff :) just gotta be creative.

My main point about the animation kills is taht people are used to seeing things of that nature, really well animated moves and kills, and i mean hell were playin as demigods, we might as well do some bad ass stuff that makes the palyer go holy crap did you see that! That was awesome!

Anyways! For future posters lets keep it positive and lets hear more ideas that i didn't include in the above list. Lets see if the devs will implement any of them!
Reply #3 Top
I guess getting your named changed to Capt.Talkless would be too much...

You can't start a post about bringing ideas together and not expect people to add their comments on them. Honestly your better off waiting till people make posts about ideas and then summarizing them all individually into 1 post.

In the spirit of optomisim though.

Idea(purely speculation) I don't know how spells will work in the game and i'm praying it'll require skill to use, but basically what it boils down to is Limit auto targetting of offensive skills/spells. Like i said i don't know how the game functions(yet) but being able to auto target some things greatly reduces the skill gap between pro/great/good/new player. Obviously this won't apply to everything as caster classes need some kick to them, but AoE spells/skills are a good example of this. because sometimes you really don't want to cast on your enemy but sometimes infront or behind him or between them etc.


and Scyn, you don't include me in your sync kill statement-i'm offended you don't know my stance on that or can't read my mind!
Reply #4 Top
Well Brn.. I just didn't include you, because you're not in vent right now talking with us.. wanker. I was assuming anyone with general competitive spirit would see the problem in it anyhow.

As Brn said.. this is a give and take forum.. it's not.. "Here's a bunch of idea's Devs, sift through them all and decide for yourself if it's for your game." when in actuality it's more like, "Okay community.. we want idea's and feedback.. fight to the death and we'll choose the best ones!"

So you'll have to get used to people shooting your ideas down immediately.. in which case you defend yourself.
Reply #5 Top
Here is a good idea: Don't focus only on the multiplayer experience of the game.
This game it has to have a killer story.
I mean singleplayer with the story first and multiplayer after.
Reply #6 Top
With kill animations the game figures if you keep attacking for 5 seconds, you'll kill the target, so it does a 5 second animation of killing it, much longer than your normal attack speed.
Just.. in example.


The issue isn't with being stuck for "longer" than it'd take, but not being able to change your mind in killing someone, getting stuck there, yeah..

There should be some sort of "cancel". It's hard to say how to handle that in a way that won't look choppy.
Reply #7 Top
Kill animations are fine for games like God of War or Devil May Cry.

But I think they will not very handle in Demigod.
Reply #8 Top
They work well in Dawn of War.

I'm iffy on them myself.
They look AWESOME, but they have to not interfere with gameplay.
Reply #9 Top
Hey brn4me, all i was saying people are supposed to bring some ideas, and at the same time then comment on other ideas, im saying he wasnt being constructive about it :p.

Nice of you to be a dick though. Wow making fun of my name lol classic. Lets try to act like adults ok.
Why so fickle anyways?
Reply #10 Top
Well the only way Kill animations don;t interfere with gameplay si if the character doing the kill animation becomes invincible for it's duration... Which by it's own nature does affect gameplay. It allows you to simply absorb high amounts of damage if you see it coming. And you can easily be surrounded and cut off by hordes of enemies. Even in Dawn of War, an ideal platform for Sync kills you could sacrifice a unit to a Commander for a sync kill and run the rest of the squad to safety. Thus affecting gameplay.

Not having them in general is probably an easier solution.
Reply #11 Top
Well the way it happens in Dawn of War is that the unit still takes damage while doing the animation, but it doesn't die until AFTER it's done.
You're thinking of like in Gears of War where you don't take damage at all. That was a very stupid decision they had.


This isn't the issue though really.. Dawn of wars system of taking the damage after the animation is done is fine (except sure, some units do waste time attacking longer than they should. That's fixable too though.)

The issue is if you decided you wanted to micromanage that unit and move it away. what happens then? How does the animation stop? That's some difficult tweening to make look right.. And then what happens, the unit that was getting the kill animation done on it survives with some hp, even though you just see it being grabbed?
Reply #12 Top
No, the system in DoW makes them invulnerable while they are doing the Sync kill. I'm 110% on that so someone owes me 10%
Reply #13 Top
1st off this is my very 1st post. I decided to download this stardock web browser and make an account just to put in my 2 cents, so feel special. another thing is.. I cant believe theres no preview post button so I hope this looks ok. and with no further ado
Here is a good idea: Don't focus only on the multiplayer experience of the game.This game it has to have a killer story.I mean singleplayer with the story first and multiplayer after.

Personally, I dislike this idea. I personally prefer Blzzards way of making games. Multiplayer To Story, you can only play the story several times no matter how good it is before you get bored of it. But a good multiplayer game can last a decade.
With kill animations the game figures if you keep attacking for 5 seconds, you'll kill the target, so it does a 5 second animation of killing it, much longer than your normal attack speed.Just.. in example.The issue isn't with being stuck for "longer" than it'd take, but not being able to change your mind in killing someone, getting stuck there, yeah..There should be some sort of "cancel". It's hard to say how to handle that in a way that won't look choppy.

Im also completely against the idea of killing animations even if it did this. it would totally ignore my 5 second chance to do anything. see if the game figured out that if i would have died from an autoattack in 5 seconds. and skipped my chance to nuke him within that 5 seconds.. isnt that affecting gameplay? the fact of the matter is. although they look nice. making a hero invincible or skipping possible retaliating attacks is affecting gameplay. another example.. if it skipped my 5 seconds even if that nuke wouldnt have saved me. he would be low on life. and hafta run back to heal missing the xp or my partner could finish him off. but if it assumes im gonna die and skips my chance.. you get what i mean.. affecting gameplay
Reply #14 Top
Denying Creeps/Heros/Buildings :: When A creep, hero, or building is on the brink of death if an ally player can get the last hit in, using an auto attack "no skills allowed" you can deny the opposing team the bonus gold they would have got. Has some special factors depending on which one. If its a creep they get no xp for the dieing creep or money. If its a hero, they still get xp for a dieing hero. just not money. If its a building, the building still is destroyed, but they get no money. (Ive seen as much as a 3-4 level hero difference from a skilled player vs a nub becuz the skilled player was denying creeps so often. keep in mind its difficult to get the last hit, as an auto attack when the game doesnt let u attack them until they are under like 30hp, certian heros are ranged, and certain are melee but try meleeing your unit while a ranged hero shoots you. its more difficult then it seems. Sorry for the double post, but I made a thread similar to this one in the Demigod Gamespot forums. Its Mephistroth for all you others out there following them. I also wanted to put in a constructive post thou. Aswell I had no intention of beating down the other ideas, I just dont see a good way for them to work out.
Reply #15 Top
No, the system in DoW makes them invulnerable while they are doing the Sync kill. I'm 110% on that so someone owes me 10%


Maybe so.. either wya it woudl be simply enough to make people able to take damage while doing the kill animations.
Reply #16 Top
In reference to denying creeps, I think that that system should definitely not be implemented. You should not gain anything (which in this case is making your opponent not get money/experience) by killing your own creeps. There should be something more to be trying to do in the battle than timing the death of your own team's units.
Reply #17 Top
You don't gain anything from killing your own in Dota, I don't' think. It just denys the enemy getting gold from the kill.
And it's where it only makes since to take the last hit or whatever, killing them when they're at full hp takes too much time, it's a waste.
Reply #18 Top
And it´s not possible in DotA to denie a creep with full hp. But it´s quite funny, because your opponent will have lack of xp. But your opponent can do it too, so it would make the game a little bit more "tricky" :)
Reply #19 Top
Although I know this game is not dota, and I personally dont want it to be. Ive grown bored of only controlling one hero. A hero + buildings and conquering stuff sounds funner 8). All im sayin is creep denying is a good way to make a game easy to learn hard to master. A concept that keeps games from being shelfed. If Demigod has another way of accomplishing this, then awesome lol
Reply #20 Top
Thumbs down deny. Why would you only get experience for the last hit? So you or your team take it down to 2% health doing 98% of the work and someone else comes in and kills it so you get no experience? fail.

For Kill animations, forget 5 seconds. Say your normal attack is 1 second long. Then make the kill animation 1 second, just the final hit will be freakin awesome.

Thumbs up random, particularly random Demi's and reward for doing so (diversity is good).

Thumbs up moon map.

Thumbs up limit to auto target. spells shouldn't be cheap enough to blow randomnly.

Thumbs down map hazards (bridges, lava, meteors). Maybe as an optional game mode. First, I'd rather see the developers work on other things (pretty sure they haven't done the coding for this), 2nd, I don't like the idea of completely random/uncontrolled events disrupting the game of skill.

Reply #21 Top
For Kill animations, forget 5 seconds. Say your normal attack is 1 second long. Then make the kill animation 1 second, just the final hit will be freakin awesome.


that actually may work!, like.. just for that one second, have the weapon glow all crazy and release like a burst of pressure, like an aoe knockback for looks, but only killing/damaging the single unit. or just have it explode to pieces.. im sure we could list all sorts of ideas.. but that sounds like it would actually work.

Thumbs down map hazards (bridges, lava, meteors). Maybe as an optional game mode. First, I'd rather see the developers work on other things (pretty sure they haven't done the coding for this), 2nd, I don't like the idea of completely random/uncontrolled events disrupting the game of skill.


I would be for this as an optional mode aswell.

Thumbs down deny. Why would you only get experience for the last hit? So you or your team take it down to 2% health doing 98% of the work and someone else comes in and kills it so you get no experience? fail.


thats why they call it denying. its a tactic the other team uses to slow you down. Not some troll/jerk on your own team.

And I also Thumb up Limiting Auto Target Spells & Blood Im totally for blood not just you capn lol.
Reply #22 Top
Well random hazards on maps would be kinda stupid if it was part of the GAME, but it if it was built into the MAP, at the map makers prerogative then its better, especially since they will be taken in as part of the maps strategy and part of the skill needed to play the map well. And they don't have to be random, capturable buildings for example. And something like lava taking out a lane would be awesome (though a warning might be nice) as it would require you to rethink your current strategy.

Anyways, kill animations are stupid, but the way Odit suggested would be pretty cool. Denying is an advanced tactic that would add depth for more experienced players, and it doesn't have to be just creeps, buildings too. Also, blocking (which is the practice of blocking friendly creeps so they take longer to get there, and putting the enemy closer to your defenses) would be another advanced tactic on long the same lines. (I could just see the rook blocking :))

Also limiting auto-targeting is meh, as long as they do it right its fine (I may actually want to cast it on everything I see >.>) of course it also makes the game easier to play as well.
Reply #23 Top
Idea(purely speculation) I don't know how spells will work in the game and i'm praying it'll require skill to use, but basically what it boils down to is Limit auto targetting of offensive skills/spells. Like i said i don't know how the game functions(yet) but being able to auto target some things greatly reduces the skill gap between pro/great/good/new player.


This is ridiculous. On the one hand, the ability to manage your abilities/units well is part of what makes talented RPG/RTS players talented, but going out of the way to add extra micromanagement requirements is a terrible idea.

I feel I shouldn't have to justify myself more than that, but I can rant about it for a page or so if you want.
Reply #24 Top
I think he means autocasting not autotargetting... and autocasting should be used where it makes sense and shouldn't be used where autocasting takes away too much of an decision from the player
Reply #25 Top
Autocasting, too, I don't see a problem with, as long as it's a toggle. If an ability on autocast is more useful with a computer slinging it around than it is when a player is deciding when and where to use it, it's something the player shouldn't have to be doing in the first place.