Fire-Ice Fire-Ice

Given the dev team's current knowledge of DotA...

Given the dev team's current knowledge of DotA...

don't expect DotA out of this.

Seeing as how the developers have a fairly limited knowledge of DotA, I'm going to be very glad to know it won't be a DotA clone. There's LoL for that.

I'm going to hold all my judgements about how they correlate until after beta2 comes out and I'd love to hear what everyone else has to say about it as well. But of course there will be a flood of opinions on beta launch. Heh.

96,345 views 51 replies
Reply #26 Top

Quoting JinxOfSin, reply 17
.TA was released just months before SC.  I remember because i was really in to TA and tried to convert my SC friends to TA.  That game ended up being completely and utterly eclipsed by SC.  Do you honestly still think SC's success was purely luck?

Quoting Insanetitan, reply 18
Actually, Starcraft became the juggernaught it was due to a stable, easy to use multiplayer matchmaking, and it's "use map settings" games.

I agree with that 100%, I believe TA was a far more enjoyable, moddable and superior game to Starcraft but at that time having such a solid multiplayer environment was what gave it it's massive popularity.

Just for kicks, I shall refer you to 40 reasons why Total Annihilation is better than Starcraft

Reply #27 Top

Quoting DatonKallandor, reply 21
And if you think they didn't remove those things because they add depth and complexity, why do you think they're removing them for the sequel? According to you " Making the game easier to do the basic micro, doesn't mean you still can't do advanced micro" - yet those things add complexity and they're not removed of that. Which is it? If making the game easier doesn't impact advanced micro, how come you're defending the bugs of the first game?

I never mentionned SC, I was talking about gunz.

Blizzard obviously wanted to take another direction. Sc2 will probly be more"casual-friendly"  (see for example spells that auto-casts, possible to select multiple buildings, etc). Its a choice blizzard made, and we'll see if if SC2 will still work for "hardcore gamers". It probably will, it would be stupid for blizzard to "dumb-down" the game too much.


Nope - while you are loosing an irreplaceable resource, your structures hp, your enemy is not loosing any irreplaceable resources. As for XP and money gain - they are, at best identical. So if XP and money gain is identical, the team that's NOT pushing is still loosing more.

The way I see it, being safe is worth way more than the HP of a tower. In the end, its the demigods that will make a difference. Sacrifying a tower in order to keep your demigod safe sounds like a good compromise.

I'll try it if I ever get the game. I know tower-hugging is a viable strategy in Dota, at least. And the absence of last hittings only make this strategy more viable in DG. Staying safe near your tower is a huge advantage. You only need to balance your agressiveness (compared to the ennemy) so that the creeps stay really close to your tower, but you dont want it to get destroyed either. If the ennemy start to push too hard, of course you'll start attacking, but not too much, you dont want to push back too far.

Reply #28 Top

DotA biggest flaws:

Last Hitter Gets The Gold -- Yea so you are stuck micro clicking ensuring you get that last hit. Its just not fun and annoying.

Best player destroys all oposition -- The best player simply cannot be defeated since he knows when to die, how to get that last hit better, what combination items to make to get the ultimate powerups for his unit.

Quitters -- If you quit, noone can take your place. Thats a b.net limitation.

Fixed Teams -- if you got good players great, if not well theres no changing it. Thats a b.net limitation.

Little Help -- There is little in-game help that really tells you what you are doing. You got to know the formula to get the cool items or you are screwed.

Creeps are just cannon fodder -- Later in the game, creeps (enemy and ally) become just cannon fodder that you would rather not spawn on your team if you are losing since it gives enemies more money.

Growth is limited -- Your heroes only get so strong. After that they don't really progress. It does not take too long to make your hero a top level and once you have that and all items, there is just mindless clicking.

Not balanced -- not all heroes are created equal. Some heroes are just too hard to kill, others are just too powerful, and some are just crappy!

Where are the visuals? -- nothing "cool" happens in DotA. Its all WC3 crap graphics, which were good 5 years ago, and not meant for the type of game DotA is.

Too long -- The game takes at least an hr, pro or not. Pro means you will probly win, but you got to level up, build your items, slowly push the enemy, etc... What would be good is if you are much stronger than the enemy, you will push through them quickly because they are not using all thier assets correctly. Game ends quickly, teams reshuffle and you get to keep having fun.

n0 n00b5 a10w3d EXCLAMATION MARK! -- if you are a noob, you cannot play DotA. Period. You mention "im new" you get kicked before game starts, after it starts at least one person will leave because they don't want to bother with a noob on their team giving enemies money and exp. Note that when one person leaves, either one person on other team leaves or game is over. "can you explain something to me?" "WTF? NOOB! <leaves>" (how often did that happen to you when you first started?)

So yea DotA had tons of flaws. I would like to see the idea of DotA get taken one step further, closing the weaknesses and improving on the strengths.

 

Sure DotA pros are aware of the little details of the game mechanics, however remove most of the things I stated above and it won't be a dummed down version of DotA, you will have a different game completely just based on DotA idea.

Also why would anyone re-create something that:

a ) Already exists

and

b ) Is Cheap (WC3 + free map, thats what 20 bucks?)

Reply #29 Top

last hits and denies wouldn't work in this game. I think all of you arguing about it need to go play a skirmish right now and pick Torch Bearer for it.

Now put points into Ice Storm. Now use Ice Storm. See how it kills a full group of creeps? Ok maybe not at level one, but at 2 or 3.

 

This game isn't dota. Right off the bat you can build Torch Bearer to be able to spam ice storm every cooldown andwith a last hit mechanic, he would be reaping a dozen time the gold any other demigod would be able to. Especially the melee ones.

To introduce last hitting into this game they'd need to completely revise creep HP levels and spell damage, which means they'd also need to revise Demigod HP levels to go with lower spell damage. And then they'd have to massively increase the cost or cooldown of every demigod's big AoE nukes and then just keep on piling changes untill the game is exactly like DotA.

 

And while yes, last hitting is something that can separate the pros from the newbies, there's other things the demigod design team can put in game to takes its place. Instead of spending your early game last hitting and harassing, you could spend your early game... fightning for flags and harassing. or keeping your creeps alive and harassing.  Or anything else the dev team can come up with other than last hitting.

 

But that wouldn't be OK with some of you, because you want your dota skills to translate directly into Demigod skills. You don't want to learn new things, you don't want to be a newbie again. You want to be a pro right away, and that's why you want Demigod to be just like DotA.

Reply #30 Top

Quoting JinxOfSin, reply 24



Now, that means the following:

if two equally super skilled players square off, one with a general and one with an assassin, who do you think would win?

If the assassin wins, that might suggest that the general is underpowered because while it requires tons of skill to play, the assassin doesn't and the assassin still wins.

If the general wins, that might suggest that the general is the only viable unit for pros.

 

I probably didn't explain my point very well, but I hope you understood what I'm trying to say.  By combining the genres, they need to make sure that the assassin benefits JUST AS MUCH from high apm and micro as the general.  Otherwise, you're going to have an extremely imbalanced game.

 

A character doesn't need to be powerful in combat to have a high impact on the match. That's true even in DotA, where a hero built as a lane pusher and played by someone who knows how to avoid ganks can be a much bigger deciding factor than the beefiest of hero killers.

 

And the reverse can also be true, a well played hero killer can have more impact on the game than a lane pusher / team fighter if he knows where and when to pick off a member before a team push / gank, giving his team the advantage.

 

It comes down to player and team skill at the role picked. Intangible variables not linked to damage of X attack or effect of Y summoned monster, but to when and where and how the abilities, regardless of what they do, are used. And that's always what will decide the outcome of a fight between good players.

Reply #31 Top

Quoting astonerbum, reply 3
DotA biggest flaws:

Last Hitter Gets The Gold -- Yea so you are stuck micro clicking ensuring you get that last hit. Its just not fun and annoying.

you don't like it because you're bad at it.  It's a mechanism which allows skilled players to outperform less skilled players.


Best player destroys all oposition -- The best player simply cannot be defeated since he knows when to die, how to get that last hit better, what combination items to make to get the ultimate powerups for his unit.

Yes, I can see how this might be a flaw.  The worst player should be the one that destroys all opposition.  Or maybe it should simply be random.  Who cares if that player spent time and energy to get good at a game.  God forbit he actually beat you.


Quitters -- If you quit, noone can take your place. Thats a b.net limitation.

I agree.


Fixed Teams -- if you got good players great, if not well theres no changing it. Thats a b.net limitation.
 

you can choose your side.  Unless you're suggesting that you want to be able to swap teams mid games.  In that case, that makes absolutely no sense.  DoTA is not a team deathmatch game like team fortress.


Little Help -- There is little in-game help that really tells you what you are doing. You got to know the formula to get the cool items or you are screwed.

 

I agree, although they're limited to the amount of help they can actually provide.  Given the restrictions, I think they did a pretty good job.  The rest is up to you to experiment with.


Creeps are just cannon fodder -- Later in the game, creeps (enemy and ally) become just cannon fodder that you would rather not spawn on your team if you are losing since it gives enemies more money.

Completely untrue.  This only applies in noob games or possibly on the short mode setting.  In competitive matches, creeps and creep awareness is completely vital.  Furthermore, once you kill an enemy rax and if you're able to protect yours, you will have a serious lane advantage.


Growth is limited -- Your heroes only get so strong. After that they don't really progress. It does not take too long to make your hero a top level and once you have that and all items, there is just mindless clicking.

There's a lot of growth.  After lvl 25, there's items to further boost your power.  Most of the time, in good matches, the game ends before everyone is lvl 25.  When i used to play, the game would be over in about an hour unless there was deadlock.  To get fully pimped out to lvl 25 with rapier and aegis, often takes a while if you're not fed.

Again, noob games differ.  In noob games, it's very common to get to 25, but that's because there's not as much denying going on.



Not balanced -- not all heroes are created equal. Some heroes are just too hard to kill, others are just too powerful, and some are just crappy!

The heroes are quite balanced actually.  From a beginner's point of view, some heroes seem significantly more powerful than others. In the hands of skilled players, who also understand critical elements like team synergies, heroes thought to be "underpowered" by beginners can be just as effective as others.  Of course it's not 100% balanced, but not as imbalanced as you claim.


Where are the visuals? -- nothing "cool" happens in DotA. Its all WC3 crap graphics, which were good 5 years ago, and not meant for the type of game DotA is.

Criticising this is like criticising SC for having shoddy graphics.  You need to consider the time it was made.  Yes, in this day and age, DoTA's graphics are sub par.


Too long -- The game takes at least an hr, pro or not. Pro means you will probly win, but you got to level up, build your items, slowly push the enemy, etc... What would be good is if you are much stronger than the enemy, you will push through them quickly because they are not using all thier assets correctly. Game ends quickly, teams reshuffle and you get to keep having fun.

Yeah, the game is too long.  Would be nicer at 30-45 minutes tops imo.  However, if you are waay stronger than the enemy, you should be able to overrun them in 10-15 minutes or so.  This isn't always the case I admit.  The most annoying thing is when the other team is winning but they don't push and get it over with.



n0 n00b5 a10w3d EXCLAMATION MARK! -- if you are a noob, you cannot play DotA. Period. You mention "im new" you get kicked before game starts, after it starts at least one person will leave because they don't want to bother with a noob on their team giving enemies money and exp. Note that when one person leaves, either one person on other team leaves or game is over. "can you explain something to me?" "WTF? NOOB! <leaves>" (how often did that happen to you when you first started?)

And this is why you actually hate dota.  I sense a little bitterness here.  Well, 'little' may have been an understatement.  Anyways, I agree that it's not noob friendly.  This is partly because the game's long and if a guy ruins it, it wastes everyone's time.  Still, it's no excuse to be so noob unfriendly.

 


Also why would anyone re-create something that:

a ) Already exists

and

b ) Is Cheap (WC3 + free map, thats what 20 bucks?)

Well gee, I guess when you put it that way, all those people who are making commercial tower defense games are sure stupid, even though they're making boat loads of cash.  They're basing their idea off something that already exists and is cheap!

People want to copy DoTA because it's incredibly popular and they know that if they can tap into the formula and gain the support of that community, they'll have a sure hit.

At first, I think Demigod was trying to do that.  However, from more recent interviews and responses from the devs, it seems they're trying to differentiate themselves more and not cater to the DoTA fans as much as gain support of mainstream players (and people who couldn't stomach dota)

One last thing: Everyone's a noob at some point.  When I first started playing, people swore at me all the time and that was like 4 or 5 years ago.  A lot of people would give up then, but I thought the gameplay of DoTA was fun and I was going to learn it despite the hostility.  Months later, you start getting lots of invites into clan wars and in houses.  Waiving the "i'm a victim, they called me noob" card is just pussying out.  Yeah, sorry that was harsh, but I'm sick of people making excuses.  Keep making new accounts to learn and just deal with it. Hostility is just another part of the internet. 

Reply #32 Top

Quoting Sigol, reply 5


A character doesn't need to be powerful in combat to have a high impact on the match. That's true even in DotA, where a hero built as a lane pusher and played by someone who knows how to avoid ganks can be a much bigger deciding factor than the beefiest of hero killers.

 

And the reverse can also be true, a well played hero killer can have more impact on the game than a lane pusher / team fighter if he knows where and when to pick off a member before a team push / gank, giving his team the advantage.

 

It comes down to player and team skill at the role picked. Intangible variables not linked to damage of X attack or effect of Y summoned monster, but to when and where and how the abilities, regardless of what they do, are used. And that's always what will decide the outcome of a fight between good players.

That's not what I was saying at all.  I'm talking about the skill level ceiling for characters.  Ideally, all characters should have a similar skill ceiling and when played at that skill ceiling, they should have equal effectiveness within their niche.

HOWEVER, all things go to hell if the skill caps are not equal.  The rammifications of that are as such:

suppose assassins have a lower skill ceiling than generals.  However, to keep the game mainstream friendly, they're both balanced around a similar medium level skill level.  What that would mean, is that at the highest skill levels, the general would be much more effective than the assasin.

Now suppose a similar scenario as before, but this time, assassins and generals are balanced at their ~max skill level.  This would mean that for average players, Assassins would be far more effective than generals, since generals are harder to play, and if you master them, are only as good as assassins.

Vice versa for the opposites.

All I'm trying to say is that generals will need micro.  There's no doubt about that.  Thus, that gives something pros can excel at.  Consequently, Assassins will also need some sort of skill requirement so the player can directly affect the demigod's effectiveness.

Reply #33 Top

what about giving assassins minions as well (no special minion though and their skills aren't so much minion buffing as those of the generals (at least I hope so)?

Alternatively they could give the assassins something only they possess, something which is based around exact timing to get the full effect.

 

Reply #34 Top

Based on what's said, Demigod will be great because it's:


Noob friendly (AT FIRST) - it seems that many people are trying to explain the game to others on the forums. This is GREAT! The community is willing to help each other out!

Not too graphic intensive, but still artistically sound.

Leavers won't "ruin" a game, as people can join midgame.

Hopefully balanced...



Why Demigod might not be so great:

Skill ceiling. The main argument that DotA players are making nowadays is the last hitting or the amount of heroes to play. Mastering these heroes, or the timing and mind game required to last hit is part of a higher skill ceiling. Noobs simply can't do it at first. With practice and a bit of open-mindedness, anything is possible. Any game community, however, becomes increasingly closed minded to new strategy. That's why a semi-last hit quick push strategy got squashed by the community. Everyone was too bent on thinking LAST HIT = PRO.

Aforementioned closed-mindedness of the community. I remember someone saying the only way to build TB was ice. Probably a joke, but it made me think, what if only one build was viable for any particular Demigod? It would make the game quite boring!

Limited endgame potential. Simply put, eventually someone's going to get the "final items" that will have the best possible stats that carry over from game to game. Either they'll dominate with their hard earned items, and nobody will want to play with them, or the items won't be effective enough to warrant putting the time in for getting them. It was mentioned that the permanent items could be turned off for skirmish gameplay, which seems to be a good idea, except when the gameplay on its own isn't deep enough. People are going to learn everything there is to know about this game, and fast. If there's anything to be learned about other games, it's that nothing will stay a secret forever.

Reply #35 Top

All I'm trying to say is that generals will need micro. There's no doubt about that. Thus, that gives something pros can excel at. Consequently, Assassins will also need some sort of skill requirement so the player can directly affect the demigod's effectiveness.

This is a good point, and probably bears into why it's taken as long as it has to see generals.

Alternatively they could give the assassins something only they possess, something which is based around exact timing to get the full effect.

Combos?   I kinda hate combos in non-fight games, but maybe DG will need them to keep the Assassin skill cap high.  What else could we give Assassins to make them deep in line with Generals?

eventually someone's going to get the "final items" that will have the best possible stats that carry over from game to game. Either they'll dominate with their hard earned items, and nobody will want to play with them, or the items won't be effective enough to warrant putting the time in for getting them.

So we sorta talked about this on your other thread, F-I, but persistents should look like COD4 or TF2, different and viable, but not any stronger than normal items.

Reply #36 Top

Quoting Ke5trel, reply 10

So we sorta talked about this on your other thread, F-I, but persistents should look like COD4 or TF2, different and viable, but not any stronger than normal items.

I agree with this, but I'm pretty sure they're going to be incrementally powerful.  Since, AFAIK, you start with no items and get items later on, they won't be like you described unless they all come with a large weakness (high attack but lose significant health/defense, etc)

Reply #37 Top

I kind of agree with what jinx and kestrel were both saying in that maybe there needs to be something to give the assassins a little more depth.  It does seems like comtrolling more units will make generals hard to play so there must be some reward.   Maybe that will be where you have to build up skill to really get good at using them but I just wish there was something like this for assassins.

Reply #38 Top

Quoting JinxOfSin, reply 7

Ideally, all characters should have a similar skill ceiling and when played at that skill ceiling, they should have equal effectiveness within their niche.

 

What's the point of discussing the skill ceilling of a game no one's played yet? After BETA2 comes out and a few hundred games are played and the OP combos start showing up over and over, then you can realistically discuss skill ceiling. Hell who knows, the generals might have a lower skill ceiling because their pets control themselves, are powerful and don't give much gold when killed. Or they might not. Or they might give just enough. Who knows? Who cares? We'll see tomorrow.

Reply #39 Top

Quoting Sigol, reply 13
What's the point of discussing the skill ceilling of a game no one's played yet? After BETA2 comes out and a few hundred games are played and the OP combos start showing up over and over, then you can realistically discuss skill ceiling. Hell who knows, the generals might have a lower skill ceiling because their pets control themselves, are powerful and don't give much gold when killed. Or they might not. Or they might give just enough. Who knows? Who cares? We'll see tomorrow.

 

I agree we have yet to see general in actions they could be not as hard to use as we expect. Although, people here have played beta 1 which gives them experience enough to post about skill ceilings about assassins and there opinions on what they can be expected to come out in beta 2 for generals and such. Fact generals control there own specific units and units they buy. So lets see what is to come tomorrow on generals and reworked assassins! I'm very excitied how about everyone else! :grin:

Reply #40 Top

Quoting Sigol, reply 13


What's the point of discussing the skill ceilling of a game no one's played yet? After BETA2 comes out and a few hundred games are played and the OP combos start showing up over and over, then you can realistically discuss skill ceiling. Hell who knows, the generals might have a lower skill ceiling because their pets control themselves, are powerful and don't give much gold when killed. Or they might not. Or they might give just enough. Who knows? Who cares? We'll see tomorrow.

 

I'm not trying to say in anyway that Demigod has a skill ceiling - we'll find that out in Beta2.  I'm just discussing it for discussiong purposes and speculations.  I hope no one's drawing concrete conclusions of the game's quality from any of these threads. 

Reply #41 Top

Quoting Fire-Ice, reply 9
Aforementioned closed-mindedness of the community. I remember someone saying the only way to build TB was ice. Probably a joke, but it made me think, what if only one build was viable for any particular Demigod? It would make the game quite boring!

 

That was me, it was a joke, and fire or mixed builds are perfectly viable.

I just don't like 'em. I'm closed-minded, not the whole community. :P

Reply #42 Top

Quoting JinxOfSin, reply 7



Quoting OrleanKnight,
reply 4

Quoting JuicyFruits, reply 3
But after reading a few posts here, I'm not sure anymore

Allow me t ostress that we've recently hada large influc of new people who haven't even played the game yet. I imagine a lot of us who have played, are spreading the word and it is paying off. But, keep in mind that even those of us who have played the game - haven't really played the full game, or even a fraction of what the game really is. So do not assume that by reading posts here, you really have a full understadning what this game is and what it can do. The only way to truly have a complete understanding is to play it yourself.

Demigod and DotA are two different games, and DotA fans need to understand it's not going to become more like DotA despite their desire to see it that way. The biggest argument I've seen is this Last Hitting nonsense, which doesn't make any sense in Demigod. For starters, your Grunts, not Creeps, arn't just a complete midness Zerg. They are an ever present source of income and power for both teams while at the same time being the measure of strength of your own team. The performance of your Grunts is a reflection of your performance as a Demigod.

There is a lot of back and forth that'll be taking place, frankly you won't have time to think about Last Hitting, were it even in place. Too much is already going on, and you've gotta keep a sharp eye out in large games. Because when you got ten Demigods on the field, and five of them are you enemy, you're going to busy-busy-busy trying to hold them back and ensure your Grunts are making a forward push.

We haven't even had the options to customize our Grunts yet, but we soon will.

When I argue for a game for more casual players, I do not mean in the gameplay itself. The gameplay is pretty intense as it is, and we've had very little to work with. I've always felt casual versus hardcore should always been handled in the multiplayer realm, and ensuring those two areas are devided. Both can play the same game, but you know good and well they both play the same game very differently.

Beta didn't have anything really, so expect the game to already be changing drastically come Beta 2.


 

OrleanKnight, I know you mean well, but your comment really gives away how little you understand about Dota.  Dota also has 10 active heroes, 5 of which are your enemy.  For beginners, there's "too much already going on" as you put it, which is why beginners have troubles with the game.  They blame the engine or their own flaws for the game being poor.  "It's not me, it's the game"

Pros need to be constantly aware of the following in Dota:

-getting last hits

-exp/creep deny

-harassing

-knowing where all enemies are (to consider if you might get ganked or if you should go gank someone) - this also includes scouting with wards

-knowing where all your teammates are, for the same reason

-knowing the respawn timers of the neutral creeps and knowing how to farm them effectively

-knowing how to counter neutral creep farm (called counter jungling)

-what items everyone on both sides are getting

-what builds everyone on both sides are doing

-team synergy comboes

 

Clearly, there is TONS of information pros need to be able to intuitively and immediately parse in their head.  I'm not saying I'm a pro, but at least I'm aware of skill it takes.  In fact, I haven't played for years, so the game most likely has evolved since then.

My point is, JuicyFruits was worried Demigod is a dumbed down Dota for the masses.  Your argument on how last hits shouldn't be important because it makes the game too complex is actually reinforcing that statement.  I'm not going to say if demigod is really dumbed down or not, I believe I said enough in the other threads.  Like Frogboy said, beta2 isn't out yet and they haven't communicated all the changes to us.

 




Quoting DatonKallandor,
reply 5


There's a difference between complexity and depth. DotA's "complexity" are design flaws and engine limitations to which the hardcore player got so used to that they began to saw them as "good".

It happens all the time in the circles that like to call themselves "pro" - see how the "pro" players want bugs like clipping from Starcraft to remain in Starcraft 2, or the oft mentioned Last hitting, which is really just an engine limitation that was so omnipresent that people got used to it and tried to justify the flaw by calling it intentional.


Although last hits were born because of the way wc3 treats creep kills, saying it's purely an engine limitation is strawman.  Last hits are a reward for being precise and controlling your character with skill.  The alternative to "last hits" would be having the creeps distribute a lot of exp to everyone upon death, making last hits unecessary.  Removing features which require skill and practice to get good at is basically dumbing down the game.  Don't take offense to this - this is not always a bad thing.  In this case, it may make demigod more appealing to the masses who aren't of the same calibur (or don't have the time to invest to get the skills) as the 'pro gamers'.  This levels the playing field a bit because it limits how far you can excel with pure skill.

What he said is basically true.

Reply #43 Top

As a Dota player myself, I agree with just about everything Jinx is saying.  To get good at Dota took time.  In order to play, I went to the forums at dota-allstars.com and read every hero build in the strategy forum.  Its not a game for people who want to be spoon fed.  I sucked at first.  But as long as I kept in mind that I wasn't "godlike," I kept myself out of most ganks and learned how to play.  I've been playing Dota for about 2 years now, and it wasn't until recently that I could play almost every hero effectively.  Its this type of depth that keeps Dota alive.  I am so glad that Beta 2 comes out Thursday, so I don't have to read this argument for awhile.

Reply #44 Top

This is true. Hopefully the depth will keep players playing for a long time to come.

Reply #45 Top

Just wanted to add my 2 cents. I have played Dota in the past, I do not currently... I basically agree with Jinx 100%... But then again, I usually do. How ya been Jinx? ;).

I was very hopeful for Demigod when I pre-ordered it...The beta so far has been dissapointing to me in that I feel the game so far has been incredibly shallow... But then again, its only beta 1.

I am hopeful that beta2 will introduce depth to the game. This is not dota, I don't require them to introduce mechanics such as Last hitting, creep denying, etc...However, unless they add depth (ie: skill depth impacting gameplay significantly, me not feeling like I have "mastered" the game after 10 matches, etc) I don't think it will be a big hit. I have long been a stardock fan (Total annihilation fan too) and so I will hold out hope :).

 

-Drexion

 

Reply #46 Top

As many others have said don't discriminate demigod because its not like Dota but the real reason for all the hate for DG is that we have only played an engine test and people act like its the game. When the engine test was not meant to be fun but just so people could start finding problems and things need balanced or fixed. I deeply suggest before saying DG is prob going to be bad wait until after winter break for people to have a look at the new beta. Beta 2.

Reply #47 Top

Quoting DatonKallandor, reply 5


It happens all the time in the circles that like to call themselves "pro" - see how the "pro" players want bugs like clipping from Starcraft to remain in Starcraft 2, or the oft mentioned Last hitting, which is really just an engine limitation that was so omnipresent that people got used to it and tried to justify the flaw by calling it intentional.

Last hitting is not a flaw, I don't get this whole "I hate last hitting" thing. What would the alternative be?

Reply #48 Top

Quoting Frog100, reply 22

Last hitting is not a flaw, I don't get this whole "I hate last hitting" thing. What would the alternative be?


Minimising overkill. Lets say that you d 50 damage. You have the choice to hit a grunt on 10 health and a grunt on 100 health, if there isn't last hitting then, as a general rule, the better choice would be to hit the grunt with 100 health yet, because you know your grunts who do say 5 damage each will finish off the one on 10 health, and if you hit the grunt on 10 health that's 40 excess damage that is wasted, whereas if you hit the grunt on 100 health you're doing 40 more damage to the enemy as a whole. With last hitting its the otherway round, which some people find unintuative, as they think why should someone be rewarded for picking a wasteful option? I can see the merit of both arguments, can't decide myself which I think is better, however I do think that they have as much depth as each other, with the possible advanatage of last hitting that it provides a direct reward for doing it and a carrot is always more effective than a stick.

Reply #49 Top

Demigod needs to be its own game. It needs to establish itself as its own game. I'm not saying it can't take ideas from AoS games on Warcraft 3, but the whole point of Demigod running on its own engine and being developed by professionals is that it should be able to do what it wants to do.

Now, I don't care whether you like DotA or not. DotA is DotA. Demigod should not act as a replacement or sequel to DotA. It should not even be considered an alternative to DotA. We have a DotA already. If you want to play it, go play it.

Reply #50 Top

DotA is great, but there are too many elitist bastards filling up the games that think you are the stupidest person in the world if you die once as the Drow.