My First Demigod Multiplayer Battle

Observations

Ok, after playing several days of single player battles with the AI on hard, I decided it was time to go multiplayer.

So, I decided to host a battle called "3x3 Seattle - Noobs Welcome"

I forwarded my router's port and started the game. The first minute nothing happened. I thought something was not setup properly. Then one person showed up, we said hi, then several others. We waited and about after about 2 minutes we had all six. However, one of the players was red and his computer would not talk to another. He logged out and back in. Same problem. Finally the second person said it must be on his side, dropped out and the slot was filled within a few seconds. Within 3 minutes We had six players, all with pings less then 150ms. I was very happy, because the game reviews said getting a 6 person game started was very difficult.

The game went smoothly. The only major freeze in the game occured when my Steam popup announced my friend started L4D. {Note to self: Turn off steam popups when playing Demigod}

One player disconnected after first blood. He either logged back on or was replaced. I don't know if it was a bot or another player?

The follow are my observations.

1. HOW COULD YOU RELEASE THIS GAME WITHOUT VOIP?*

Yes, I used all caps. It was a great game. There was a lot of teamwork between players. The final battle was epic, both citadels were under attack. Two of use hung back to stop a big push from the other team while the 3rd player kept the pressure on. It would have been so convient to hit a button and say why his teammates couldn't help him. Text chat does not work in this type of fast paced RTS. I play TF2 and L4D and love the team VOIP. This entire game was too quiet. Finally at the last few seconds one or two players typed GG then... (see #2)

2. GAME END = WTF (Please read this twice, it really needs to be fixed)

Ok, the announcement comes up and states that our team won the game. Then, flash, its back at the main menu. WTF. Look, I just spent 40 minutes playing with these people. I would like to see the stats and chat with them. I know that one player killed me a few times and I would like to congratulate him (well sort of - grrr). Anyway, I do not even know who I played against.  You need to show the stats and keep the endgame screen open until everyone logs themselves out. People could comment about the game, say their GGs, and maybe add one or two to my friends list.

I like this game a lot. It's got great potential. I wish that you set up the multiplayer as a client/sever type. I do not know how difficult it would be to add dedicated servers. I would not have even minded renting server slots on a game server than deal with this P2P stuff. I understand that decisions were made and this game proves that P2P it does infact work. Please just give us in-game VOIP and fix the end of multiplayer.

*I know about Vent and Teamspeak but not everyone wants to to through the trouble. In-game VOIP is better.

14,360 views 13 replies
Reply #1 Top

all the games i have played online always had the stats at the end. maybe you just experianced some sort of bug dunno. i do agree a voip would be very nice to have though.

Reply #2 Top

The developers should add a feture where after a game everyone are back in the hosts game lobby
instead of creating a new server and waiting again...

Reply #3 Top

Quoting Lionheart1118, reply 1
all the games i have played online always had the stats at the end. maybe you just experianced some sort of bug dunno. i do agree a voip would be very nice to have though.

He isn't complaining that there is a score display.  He is complaining that as soon as the game ends the score display comes up, and as soon as the display comes up it becomes impossible to talk to the other people in the game.  So basically, you can't chat with people once the game ends.  I agree that this is definately something that needs to be fixed.

1. HOW COULD YOU RELEASE THIS GAME WITHOUT VOIP?*

Yes, I used all caps. It was a great game. There was a lot of teamwork between players. The final battle was epic, both citadels were under attack. Two of use hung back to stop a big push from the other team while the 3rd player kept the pressure on. It would have been so convient to hit a button and say why his teammates couldn't help him. Text chat does not work in this type of fast paced RTS. I play TF2 and L4D and love the team VOIP. This entire game was too quiet. Finally at the last few seconds one or two players typed GG then... (see #2)

I am hoping that this is something that will be added to Impulse at some point.  It seems unlikely that Demigod as an engine will acquire VOIP, but it is forseeable that Stardock will add a VOIP feature to Impulse itself.  Unfortunately, I don't see this happening any time in the near future.  But I do agree, this would help a lot.

Reply #5 Top

1. HOW COULD YOU RELEASE THIS GAME WITHOUT VOIP?*

Yes, I used all caps. It was a great game. There was a lot of teamwork between players. The final battle was epic, both citadels were under attack. Two of use hung back to stop a big push from the other team while the 3rd player kept the pressure on. It would have been so convient to hit a button and say why his teammates couldn't help him. Text chat does not work in this type of fast paced RTS. I play TF2 and L4D and love the team VOIP. This entire game was too quiet. Finally at the last few seconds one or two players typed GG then... (see #2)

The 2 games you listed as examples are both Valve games. Valve has had "VOIP" since it was released in TFC around 8 years ago, therefore it would be expected that all their future titles would also include it. It's required in those games since they are FPS and you need all your fingers to be controlling your player all the time. Stardock has more of an RTS background and traditionally voice has never been a staple feature in any RTS i've ever played. Mainly because you give your unit an order and then you have travel time to use your keys to type.

As you mentioned third party programs like ventrilo and team speak already exist for players who want to use a voice communication program in game. I think it's probably your best option because I dont' see them adding a voice feature anytime in the near future. As for implulse, I sincerely doubt it would be able to pull off such a thing either considering they dont' even have an out of game chat feature. Even steam doesn't have a voice chat program and its far superior to impulse. This is not to say "well since steam didn't do it, no one can," but it is worth mentioning since steam seems to be a much better program than impulse all round.

Reply #6 Top

Even steam doesn't have a voice chat

Umm, yes it does. Works in or out of the games seemlessly too. It's good enough i've used just the voice chat in place of long distance phone calls :) . It's the one thing I'm waiting for Impulse to have then I can migrate more to it.

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Reply #7 Top

All the multiplayer games I have played for the last 6 or 7 years, I have used voice chat in one form or another.  It really hurts me not to have it in demigod.  The difference it makes in team coordination is huge.

Reply #8 Top

Quoting DethAdder, reply 6

Even steam doesn't have a voice chat


Umm, yes it does. Works in or out of the games seemlessly too. It's good enough i've used just the voice chat in place of long distance phone calls . It's the one thing I'm waiting for Impulse to have then I can migrate more to it.

I've never seen this feature... Where is it located?

Reply #9 Top

I've never seen this feature... Where is it located?

Once you initiate a chat window with one of your friends there's a "Start Voice Chat" Button on the right towards the top.

In fact I think I'm going to try to use that with a friend in a match we got planned later this evening since we both also have steam.

It could be another alternative to teamspeak if everyone has steam that's playing. Anyone try this yet?

Reply #10 Top

Wow... I honestly never knew that was there. I have a vent server I use for my games, but I'm deffinately up for giving that a try as well.

Reply #11 Top

Quoting Demigod3k, reply 2
The developers should add a feture where after a game everyone are back in the hosts game lobby
instead of creating a new server and waiting again...

 

I like this idea. It allows for a map change if teams to decide if they want another round or players can invite their friends to fill the missing slots of those that left the game.

Reply #12 Top

1. HOW COULD YOU RELEASE THIS GAME WITHOUT VOIP?*

 

It's 'in the pipeline' for the impulse reactor engine.  It's just not out yet.

 

2. GAME END = WTF (Please read this twice, it really needs to be fixed)

Ok, the announcement comes up and states that our team won the game. Then, flash, its back at the main menu. WTF. Look, I just spent 40 minutes playing with these people. I would like to see the stats and chat with them. I know that one player killed me a few times and I would like to congratulate him (well sort of - grrr). Anyway, I do not even know who I played against. You need to show the stats and keep the endgame screen open until everyone logs themselves out. People could comment about the game, say their GGs, and maybe add one or two to my friends list.

I like this game a lot. It's got great potential. I wish that you set up the multiplayer as a client/sever type. I do not know how difficult it would be to add dedicated servers. I would not have even minded renting server slots on a game server than deal with this P2P stuff. I understand that decisions were made and this game proves that P2P it does infact work. Please just give us in-game VOIP and fix the end of multiplayer.

*I know about Vent and Teamspeak but not everyone wants to to through the trouble. In-game VOIP is better.

 

From the sounds of it, you experianced a bug.  THere is an end-game stats screen, and while it (partially) covers chat, it's still possible to chat while it's up.

Reply #13 Top

At the end of the game it usually pans around the destroyed citadel then pops up a stats screen where there's a clickable box to show either ingame stats or various awards handed out - like whoever killed the most, most assists, most citadel upgrades etc.


Sounds like your game skipped this step somehow.