[quote who="razattack1337" reply="9" id="2148754"]There is an easy solution for this, i hope devs consider this. The closer the creeps you kill are to your base, the more xp/gold you get from them. This will make other demigods think twice about hoarding portals and overwhelming the opposing team with priests, giants and minions. Unfortunately this will also make games drag on longer, but this should off set some momentum and give the losing team a fighting ch
sitter_san
[quote who="JaghataiKhan" reply="7" id="2148677"]The big questions is (and remains), what is the point of boosting the inferior team after a lengthy game, if they have been outplayed for a pretty long time? I can see some sort of mechanic to prevent events in the first 3 minutes that are more dependant on luck influencing the game too much, but to turn around a losing game, you have to be far better or clever than your opponent, and a weird loser bonus doesnt change that. Actually,
[quote who="innociv" reply="4" id="2148621"] No we jsut think the better players should win? If you're playing an FPS, and one team has some guy with 20 kills and 0 deaths, and their team score is 25 and yours is 15, and the goal is to reach 30 points... Well they have a really damn good guy on their team, sorry. MAYBE you can get 15 points before they get 5, but it's 3x more likely they'll win because of their early advantage. It's the same case.[/quote] ..
Wait, so honestly, the impression I'm getting is that no one thinks there is a problem here. The game is perfectly suited for crazy late-game upsets. There is absolutely no problem with the late-game in its current state. :( I'm... I'm sorta at a loss for words. This has always been a problem for AoS-style gameplay, but apparently something magically changed in DG and everybody forgot their problems. Well forget it then, let things carry on the way they are. But I promise you if this
[quote who="chris701" reply="18" id="2148242"]I disagree. I was playing a four vs four on the map set in space last night, and our team was stuck for about an our inside our base getting constantly smashed by the enemy (inc Giants) but they just couldn't kill our citadel. We were all to close to the health stone. The only reason the match ended was because I crashed.[/quote] Okay, but did you see any possibility for pushing your opponents all the way back to their base and beating the
Okay, but see, citadel upgrades could be the triggers to these big momentum shifts too. They are directly tied to your gold rates. Say your opponent is out producing you in gold and gets access to some strong citidel upgrades before you do. The extra time it takes to kill their newly upgraded reinforcements means your gold and exp rates start dropping off, and theirs will likely stay the same. The new reinforcements are also more likely to force you to play carefully and avoid taking damage,
What I'm talking about is the outcome of a game being set well in advance of the actual end of the round. Turning the momentum of the game back around in the other direction is really rare to see. I'm a little irked to see that this hasn't really changed from other AoS-style games/maps. Momentum I sorta see as the composite of average rate of gold gain and rate of exp gain. There are frequently in-game events which trigger an elevation of one teams strengt
Nor does mine, and I run most current titles with very decent framerates. There is something seriously borked right now. The game loads perfectly, gets into gameplay, and after about 1 - 2 minutes the framerates start falling. After about 5 minutes of play the fps hits 0, but I can still hear my hero moving around and it sounds like I'm still able to issue commands. I haven't come across and real solutions so far, so I'd consider this a pretty big disappointment right now.