Quick Play and RPG Style

What I'd really like to see in this game online is mutliple play options. Particularly I'd like a game style where you can just jump into a game and go from the minimum level to the maximum level by the end of a normal match. But I'd also like to see some type of ladder system that has a much slower leveling style. What I'm trying to explain is something like Diablo II's ladder system. It would take a while to get to a high level, but it would be awesome to be able to enter games and just be a beast compared to some of the lower level players.

Obviously there would be a lot of issues to account for in this system. You'd have to make some incentive for players to play in a ladder environment instead of just quick games, perhaps some sort of unique gear or higher levels and abilities. You'd have to have actual matches where you can increases you level paired up fairly, but at the same time I'd like to see custom games that can be played with a ladder character with no level restrictions.

I don't know how difficult it would be to impliment something along these lines, but I think it would be really neat.
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Reply #1 Top
Nothing in-game will carry over from one match to another (aside from perhaps stats, which in turn can possibly give you some sorts of aesthetic options. A lot of the fun comes from starting with a fresh slate to work with, choosing this set of abilities or buying those certain items differently. If you were to do matches that have players keep the same character, though you would lose the "clean slate" appeal, you would be able to rush right into the fray with many flashy abilities, which might be neat for some quick matches.

If something like this were to go in, I don't think that they would give you a persistent Demigod, I think that they would give the hosts the options to set a starting level and allow the players to set up a Demigod in the lobby with what skills they would like to start with before the match starts.
Reply #2 Top
I'd like to expand on this, and neglect your post since I do not really believe it would suit the Demigod game.

How about a "quick play" mode, where all units are maxed out in level? It would still be quite balanced but might be fun and crazy, lol. Only thing lacking would then be resources which you would gain by killing stuff.
Reply #3 Top
I think that the idea with a starting level is a good one, especially for a quick but intense match with none of the work of leveling up.
Reply #4 Top
Multiplayer campaigns might be neat. If you're familiar with Dark messiah of might and magic it has a very neat campaign system. Mainly there are 5 stages and 2 teams. need at least 3 stages mind you.

Stage A-b-c-d-e

Both team start at stage C and the winning team gets to advance into the enemy territory the next game. To win you have to win the game at the enemies home base, in this case E or A. Just by implementing something of the sort you can really vary the gameplay for either a continous (keep hero and levels at the next stage), Reset the levels after you win, or decrease/increase leveling speeds.

Whilst have a character continously at a high level and starting the fight stronger than your opponent would not meet the game criteria, this style I believe would and all the characters would eventually reset. A mode like this would give the ability for people to play an "epic" battle that could last a couple hours or more unless other restrictions were put into play like a set number of matches or a running timer/time limit. I figure FPS have this mode that it would transition well into this game.
Reply #5 Top
I like that idea. Perhaps with a reduced XP/money gain it would work out well so that you could level throughout as many maps as it would take. Although not all people would be up for a game of that length, so you need to take that into consideration, but I still like it.
Reply #6 Top
They have said they have some exciting things planned for single player mode. Maybe online co-op would be snazzy depending on how the single player pans out. That could be structured for a longer campaign mode.

As far as true multiplayer, I wouldn't want to jump in an arena as a low level hero were other high level heroes are already playing. Usually, higher levels in other games gives such an advantage that the low level character would just end up feeding the high.

The game is meant to play out in about 20 to 40 minutes. If thats the time frame, then I'm sure you should be able to level to max in that time. This means the levels will come fast which in itself is satisfying. If I got used to this progression, a dedicated campaign mode may feel a little long and drawn out.

Course its all speculation at this point. The gameplay has been designed, tried, and proven. Artwork, single player and small details just need to be added in. And a lengthy beta where we can all submit input will polish it off.
Reply #7 Top
Why not a save option built into the map editor similar to how war3 and starcraft rpg maps let you save and reload chars?
Reply #8 Top
It seems like things have changed now:

Let me put it like this: Demigod is aiming to solve some of the most basic problems in on-line gaming: Because your Demigod gets better in a persistent universe, experienced players have an incentive to keep with their hero and its stats rather than "smurfing".


We're not looking at eliminating any multiplayer gaming options, the point here is that we will have additional ones. The on-line ranking system will be very similar to what is in SC where it's player skill versus player skill (i.e. no persistent Demigods in that option).
Reply #9 Top
Stage A-b-c-d-e

Both team start at stage C and the winning team gets to advance into the enemy territory the next game. To win you have to win the game at the enemies home base, in this case E or A. Just by implementing something of the sort you can really vary the gameplay for either a continous (keep hero and levels at the next stage), Reset the levels after you win, or decrease/increase leveling speeds.


This would be a great idea! Maybe have the winning team that is pushing against the enemy have a increased spawn timer to make it harder to push forward, or the defenders have an decreased spawn timer to help push them back. Maybe you get a certain buff while you are fighting in your territory while you get a debuff while fighting in enemy territory. These buffs/debuffs could coincide with the demigod/general you are fighting with/under.

But I'd also like to see some type of ladder system that has a much slower leveling style. What I'm trying to explain is something like Diablo II's ladder system.



While I totally agree with this, I love seeing ranks and whatnot because it gives you something to look at to see how you are doing, it would be good if the bonuses were just aesthetic in nature. Instead of getting say a cheap OP spell or ability, you could unlock a new demigod, general, or assassin, who is on the same playing level as the other characters. They wouldn't be OP, but at the same time would look so awesome as to inspire awe and maybe dread at the sight of one!

Edit: Fixed :)