game concept concrete?

im a high ranked supcom(fa) player,(dawkins, MYMINDISALAZER) 2 names ranked top 20, besides the strategic zoom, this game bears nothing in resemblence to an rts. i dont think hardcore rts players, any with a ladder mindset will find anything of value here, theres just not enough to do, there is one unit to control, which means almost no micro involved.

i suggest a second type of gameplay, one in which either multiple(2-3) demigods can be controlled, or units that you can purchase at the shops that you can control as well.

i understand the desire for a ground breaking genre, and trying to get away from old systems, but no resources, and no unit building or micro, this game is destined to be abandoned by pro gamers.

 

game developers, games only survive long if they stand up to competitive playing scrutiny(im not sure why, but its a well documented phenomoenon), as of right now(and i know its just beta1, but im talking about the basic design) this game doesnt seem to be dynamic enough to do so. these things are key to your success: fast unit response, fast unit control, devastating spells, and counters, (meaning, as a hero is about to cast a spell, he should have a tell, like his eyes lighting up and him floating or whatnot, after only a small window of time, hell cast the spell, in that small amount of time between the tell and spell, heroes should have responses to such attacks, unit shields, quick dodges, stuns...etc) the key to making a good game is setting up an extremely complex series of rock paper scissors decisions that are quick and micro dependent.  one huge problem is no unit control, its a glaring dynamic issue, i know it worked for dota, but that was a free game, that doesnt quite have teh support you would want for a major title release. developers need to take notes from warcraft 3, which was a brilliant blend of rts and rpg. hero and spell choices were highly dependent on micro, and alot of the counters to these also involved unit control, how do you defend against aoe? try not to bunch up, dont let the chieftan shockwave across your whole army... as in do not line up in bad situations.

at the very least you need to make hero spells highly dependent on positioning and timing. what i mean by this, is area of effect spells need to be shaped other than large cirlces, heroes need to move faster than they currently do, and probably attack faster.

dota survived as long as it did, because of constant reworking/retooling, what is the available hero count at now? nowhere near 8, or anything in lower single digits. if youre going to get away with such a few amount of heroes, you need the game to be highly micro dependent. otherwise it just turns into a game of, well they had 2 rooks and a torchbearer, which always beats 1 rook and two torch bearers.

sorry for the rant.

the short version of what i want to say is, if you want a good game, make unit response, attacks, and decisions very fast paced and devasting, also allow some form of unit control, wether its just the ability to control their aggression, the sides they go to, or... anything. good units would listen to a demigod, there has to be more dynamic control in this game.

 

-dawkins

 

6,322 views 14 replies
Reply #1 Top

Hmm don't recognize your name, SupCom or FA top 20, ultimately i guess it deosn't matter as the prime time players have moved on. But i know exactly where your argument is coming from and i agree with you. Keep in mind they have a General type class of demigod also. We just don't know yet how controllable their minions will be. But i know what your saying there doesn't seem to be enough to seperate players competitively right now. the AoE skills not being ground targetted is a huge pet peeve of mine. I even posted about it about a month ago but i guess the proper eyes never saw it.

Reply #2 Top

Please be sure to check out the forum posts.

http://forums.demigodthegame.com/323031

 

Reply #3 Top

the AoE skills not being ground targetted is a huge pet peeve of mine.

Pretty damn sure they are. Either that or I'm having some serious hallucinations. Also, in my experience with the torchbearer, there is a difference. His extra strong point blank wave of doom requires some serious guts and skill to use properly, considering he's a ranged character. I don't know about the idea of having an opening, becuase it's pretty bloody annoying as it is when you get hit with a stun attack and it short-circuits your attack. Having it make the ability cool down or something would drive me up a wall.

Reply #4 Top

 

The game at this time, a beta technical test, has not got all of the demigods or demigod classes in. You will be aware, once the forum and media releases are perused, that you will find what you're looking for in the other demigod classes.

In point of fact you mention sup com as a pro gamer and then drop in a reference to dota. Be aware that Sup Com was (unfortunately) never a pro gamers game and that more prize money has exchanged hands playing dota ( a mod) than sup com / fa.

Demigod is also a team game. Sup Com was never a particularly good team game due to tech tree limitations and the epic scale of the maps compared to their design and game objectives (annhilation rather than control). Demigod is set for having a team to rely on and support which will be different from making sure you capped your mex and watching your power. I trust you won't be comparing the games in future.

Reply #5 Top

Frogboy he was commenting on the hard line game mechanics. The beta can be a technical test but if something so basic and fundamental to the game changes getting thsoe changes in earlier or sparking the thought process earlier is always a benefit. The standard response from more Game companies is either "Thats not at this stage, we will address it later" OR "It's being/been changed in a later build" And what happens more often then not is that an idea is swept under the rug of fix it later

Reply #6 Top

Quoting Exoth3rmic, reply 4
  Be aware that Sup Com was (unfortunately) never a pro gamers game and that more prize money has exchanged hands playing dota ( a mod) than sup com / fa.

im not aware of dota's tourney style succes, nor do i have anyway to verify these money competitons you claim happend. though i dont think money changing hands between players is exactly a good measurement stick for attraction/explotiation of skill.

games genearlly milk two aspects of a players mind, one is a mastery of game mechanics/exploits/balancing/game identity. it happens naturally, some people learn what strategies/items/whatever works better than others, everyone learns it, the memes of such succesfull strategies spread, and the ladder hits some sort of equilibrium of players playing some sort of larger rock paper scissors game with basic strats.

the second is more temporally cognitive capacity based. it invovles being able to move and master many units at once/pay attention to more things at once/generally out manuever your opponent even though he knows what youre doing.

good games tend to have higher level play that focuses on the ladder, while most basic players can master the former.

so far this game only seems to promise the former, and once players have played long enough, games will be left much more to chance, than to individual coginitive capacity.

i had the oppourtinity to play this game from two opposing perspective on my computer at once, it was suddently at least somewhat much more rewarding/difficult.

there is a large possiblity that competitive rt'sers like me shy away from team play, which feels quite true for me. i hate depending on others, it robs so much from the competitive atmosphere, hopefully the ladder will at least be arranged team. but controlling one unit at once? just memorizing and mastering when to retreat and buy items? the heart of the game, the top level play, must reside in fast paced descisions, whether theyre spread out over many units, or somehow concetrated into one, i fail to see how real pro gamers were honestly gratified by playing dota.(i doubt it, but it seems like were disagreeing on what "pro" means.)

Reply #7 Top

Play a few games of DotA before you go off saying it's not possible to be "pro" at it. There is a very, VERY large difficulty curve to the game. I've been playing for at least a year or two and I'm still learning new things about DotA. A pro dota player with a noob team against an ameteur team can easily carry his team given the right hero.

 

 

Also, you ARE aware that there are going to be demigods that control armies, right?

 

 

Edit: And when I say I'm learning new things, I mean I'm learning new techniques, not just more facts.

Reply #8 Top

but no resources, and no unit building or micro, this game is destined to be abandoned by pro gamers.
Gold is a resource. So is XP. So are the skill points.

You don't build units with an Assassin Demigod and that's all you can play in this beta.

If you're not micromanaging your one unit then what are you doing, letting it autoattack? That's fine for the grunts but you'll get squashed by other Demigods. :P

It's still micro if it's just one unit you're bossing around.

Your assertion is absurd. Games like Counter Strike have no unit building, that been abandoned by pro gamers? Or the drooling idiots that pass for CS pro gamers? :P

This game is not SupCom, it's just made by the same company. It's like asking to add unit building to Dungeon Siege. Or deep itemisation to SupCom. Just because one successful (or "successful") game had certain things doesn't mean any other game needs them to be successful.

Reply #9 Top

Quoting Mythor, reply 8
If you're not micromanaging your one unit then what are you doing, letting it autoattack? That's fine for the grunts but you'll get squashed by other Demigods.

Thats one main difference from dota, you aren't gonna get squashed. I think special attacks in Demigod has too low damage. This makes timing less important, and instead you use the specials anytime you can. The game therefore comes down to either waiting for cooldowns or buying lots of items that increase attackspeed/damage for autoattack.

Also, i think items and demigods lack ability to make combinations. I mean in dota every item made your hero take a new direction in playstyle. In demigod every item is just better than the previous one. My point is demigod lacks versatility and cleverness so far.

Other issues i've found is that i think line of sight is a bit too short. Not much, but little. It feels like i'm in a great mist and at anytime the rook will come forth and make a greater smackdown on my hero. When i play against the AIs i always stay behind other creeps. But it makes it pretty boring. I know it should be a great risk to walk around alone, but right now even melee guys can walk up right next to you and you wont even notice.

One more thing, i think the game feels a bit unresponsive. I click, and it takes a while for the hero to move. This in multiplayer against AIs only. Atm i don't care, but if it were in an onlinegame and micromanagement was essential i would be highly annoyed. Dota-games that have such unresponsiveness are usually caused by lag, and some players even leave because of it. I don't know if this is caused by my computer being to slow or that supcom 500ping enforcement or something... It's pretty strange programmed if it's my computer, because nothing else lags. Hero movement should be prior to all other stuff is someones computer is lacking. I will test some more.

 

I'm aware of that this is beta 1 and stardock said it wasn't gonna be fun. They also said a lot of stuff isnt in the game yet. I wasn't even gonna rant about this, but i wanted to make a response to the OP. Concept are good, graphics are cool, and i havn't actually seen any bugs yet other than two minor ones which have already been reported. (Items on cooldown makes an opaque box instead of a red version of the item. And its hard to buy the cheapest item in a store because there are some unit marked).

Reply #10 Top

it's fun that you mention counterstrike, i was actually thinking about it. Demigod feels like Quake, and Dota feels like Counterstrike. In quake you shoot and shoot and nothing happens, in CS you can even make headshots.

Reply #11 Top

I dont' thik any meaningful conclusions about the direction of the game can be drawn at this time without having access to full knowledge of the items table, whether further skills will be available, what other shops may appear on different levels and how the other demigods will work.

It is also not necessary for a game to be so in depth that it sucks up your life before people will be willing to buy it. I do not believe the game is being developed with the purpose of replacing any current games out there in a gamer's diet.

Providing the game gives 10+hours of gaming it'll be money well spent - and it sure looks that way so far.

 

 

 

 

Reply #12 Top

Quoting Frogboy, reply 2
Please be sure to check out the forum posts.http://forums.demigodthegame.com/323031 

If this is just a engine test, what do you want us to test? I like the game beside some imba skills and beside the movment bugs.

Suggestions:
-improve the cancalation of autoattacks in some cases I could barely move most feelable on the melee hero, died like a fly with him.
-movement of the hero is general somehow buggy adjust that too please, in this type of game when you know you have to push or retreat time and actionspeed is crucial
-add option for the right and leftclicker folks, I was used to dota playstile and had troubles on casting and moving.

Well thats are my 2 cent afaict after 3 matches.

Cheers and keep up the good work *thumbup*

frenger  

Reply #13 Top

One more thing, i think the game feels a bit unresponsive. I click, and it takes a while for the hero to move. This in multiplayer against AIs only.

 

This because, like SupCom, there is a minimum net lag imposed of 200ms(?). If you are playing against just AIs you can lower this if you like.

 

In-game press cntl+` to open the console

in console type "net_lag #" where number is the ms lag you want to set.

Press ` to close console

 

I usually use net_lag 50 against all AIs.

 

Reply #14 Top

That's interesting, thanks! It should help, but it begs the question of why that lag is there.