TheScottishAlien TheScottishAlien

Step 1: Mod Wish List (dgmod wiki)

Step 1: Mod Wish List (dgmod wiki)

http://forums.demigodthegame.com/363026

This post is a continuation form my last post about the mod'ing community we're trying to build.  One of the main focuses we've been discussing is aspects of mods that could be incorperated into an "overhaul" mod for other mods to build off off.  Basicly we'd like to to spend the time and effort laying down the foundations so that higher quality mods can be build from our base.  First step for this, and for the community on whole is building a "wish list" of mods that we'd liek to see in the future for Demigods.

This is being done through a wiki that we have set up on the dgmod.com website.  The wiki will work in two ways; firstly it will help to list out all thos emods that developers might be interested in making.  secondly it also helps to organize who is currently working on the mod so other mod'ers can contact them and help out. 

Reason for this post is both to inform those about this new wiki and also to ask for contribution to it.  You can contribute in a few ways:

Posting

Simplest way to contribute mods you'd liek to see would be to post them below with a link and a short description about what the mod would entale.  As mods are posted we'll add them to the wiki so that a others know about them.

Wiki

most obvious way would be to go to the wiki page directly, sign up and edit the page directly, adding in the mods that u want.  To do this visit the page here:

Mod Wish List

and sign up in the upper right hand corner.

(for those what are trying to edit the page, sorry i wrote the whole thing in html... it might change later if malard can do a better job so for now try to bare with it)

Channel

Another way would be to visit the channel and chat to us directly.  The channel is:

Server: irc.stardock.com

Channel: #dgmodding

 


with the SDk right around the corner, this is the time to get these mods organized so they can be made quick, right and (most importantly) well.  if you have a mod in mind and would like some imput or even just a few pointers come and join us on the channel, we'd really enjoy the chat :grin:

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Reply #26 Top

1. Switch the Experience and Fortitude flags on Cataract

2. Reduce the cap radius on gold mine flags by 2

3. Flag locks should trigger 3 second immunity to prevent immediate relocks

6. Increase baseline tower damage 20% against minions

these changes are silly imo. changes to balance should be left for the devs.

2. All beneficial and negative spell effects should proc stacking immunity the same way stuns do.

bad idea imo.

4. Minions who cost gold to summon (20g per unit per summon is fine) and/or pay out when killed (50% of cost)

bad again. just change % based heal to a set amount.

 

 

 

 

 

 

 

Reply #27 Top

^ I agree with not changing too many balance issues with mods, but leaving that instead to the developers.  It can easily divide the community too much.

3 game options I'd really like to see.

1. Kill goes to highest % damage inflicted on that demigod (since it was last at 100% health) instead of last hit.  Assist goes to others who helped.  Last hit sniping becomes irrelevant.  

2. (and I'm not sure I even want this one) Kills that are purely Light or Dark forces divide their gold between team members.

3. Be able to choose team from dropdown menu, thus allowing more than 5 members on one team for some skewed fun.

And just for fun:

4. Be able to choose your own colour from a dropdown menu, heh.  Aye this is very trivial!


Reply #28 Top

Quoting Remiel, reply 27
^ I agree with not changing too many balance issues with mods, but leaving that instead to the developers.  It can easily divide the community too much.

3 game options I'd really like to see.

1. Kill goes to highest % damage inflicted on that demigod (since it was last at 100% health) instead of last hit.  Assist goes to others who helped.  Last hit sniping becomes irrelevant. 

No other same-type games do that, but it's something that gets requested, I'd leave it as a dev option, but if anyone wants to do it then go ahead.

2. (and I'm not sure I even want this one) Kills that are purely Light or Dark forces divide their gold between team members.

Wut? I don't get this. If someone damages themselves they deny the gold being split? How are kills not purely one side or another?

3. Be able to choose team from dropdown menu, thus allowing more than 5 members on one team for some skewed fun.

We're doing this one, gonna be up to 8 teams for the custom maps. ^^

Reply #29 Top

#1. Hey.  Yeah I'm aware the other games from this genre don't offer that option either, however I play almost entirely with my friends and I have to say as pety as it might be it is the cause of MANY arguments >.>  Imo it actually makes more sense for the technical kill to go to the highest damage dealer anyway, but I admit its preference.  If this were just an option in the regular game option menu that could be used in any of the game types it could be quite convenient.

As for #2, what I meant was careless people + AI sometimes get themselves killed by towers or grunts without the intervention of any enemy DG's at all.  So they die to your side, but nobody gets gold, technically you may not deserve the gold to your team but it can sometimes feel like a waste, and I know I've read someone else on these boards saying they wish that gold was split between the team members of your side also.

Glad to hear the third suggestion is already in development! Many times when I play with my housemate and we wish we could have 8 enemies instead of 5.

Reply #30 Top

these changes are silly imo. changes to balance should be left for the devs.

^ I agree with not changing too many balance issues with mods, but leaving that instead to the developers. It can easily divide the community too much.

Stackd_Actr and Remiel -

In the six months since release, I'm counting maybe 6 changes to balance by the devs.  That includes tweaks to given items, not just major mechanics shifts.  Do you foresee a massive upswing in dev balance changes any time soon?  If not then maybe we should, you know, help out ;p

Frogboy has talked about implementing good mods back into the official version.  Don't you think there is room for proven mods that address more than UI and meta biz? 

I'm really not knocking the above efforts, I think they are awesome, or even the devs, bless their hearts, but I'd also like the viable opportunity to use Queen of Thorns, Yetis, and more than the same 10 items and citadel upgrades across builds and games sometime in the next several months, how about you?

Now if the specific balance changes I'm recommending for that baseline balance mod I'm envisioning don't suit your fancy, then by all means give me a reason beyond "silly" and maybe even make another thread about it so we don't derail this one..I'd be interested in what you have to say

Cheers

 

Reply #31 Top

1.  Impose optional time limit on Slaughter and Domination modes

Just did the basics for this, just need to add it into Dominate game mode, and then implement a Draw system, since atm a draw on slaughter shows a loss for both sides. Sleep time now though. :P

Reply #32 Top
  • Display avatars of allies and minions (allow spell casting by clicking on them)
  • Make Ctrl+Spell (either by click or #1-4) use spell on self. Much less micro! (Example: Ctrl+1 = Cast Shield on Self)
  • Ctrl+Portal Scroll = Target base healing crystal
  • Ctrl+Lock = Target nearest flag
  • Change one of the "Random Demigod" options in the game lobby to "Exclusive Random Demigod, that prevents doubles.

Just realised that Cosmoe had the same idea. If "double tapping" (double click) is used, the sound will have to be modified. It would be annoying if you double click, and get a one-click feedback.

Reply #33 Top

Well I haven't called anyone elses ideas silly.  By all means if someone can balance out the fact that the same few items are the best for just about every spec/DG then of course its great, and if incorporated into the original even better.  My only concern as I mentioned before is that balancing mods can segregate the community between those that do and those that dont.  My hope is that the mod distribution system they implement allows distribution within the client, so that if you join a game you automatically download the mod you dont have from that person.

If that is not the case, and mods have to be manually installed each time, I think you'll find a lot of the community who are more casual than those of us planning to mod.... well I can just see games taking longer to form, and the community getting a little segregated.

On a related side note: for the same reason, I genuinely hope there are different flags for mods, as to whether you can use them on your own PC to no effect (ui's), or need everyone in the game to have the same mod (balance).

Reply #34 Top

Now if the specific balance changes I'm recommending for that baseline balance mod I'm envisioning don't suit your fancy, then by all means give me a reason beyond "silly" and maybe even make another thread about it so we don't derail this one..I'd be interested in what you have to say

first of all please dont mistake "silly" for "bad". because personal opinion effects your/my perception on gameplay balance it doesnt mean that your/my ideas on balance changes are "what should be done".

the best thing to do is change the game dynamics and balance as little as possible and come up with as many suggestions as possible, even if they are shit, so people can take their pick at the "best one to fix it" so cries of "OMG OP" and "OMG NERF" are less of a concern. for example, HoL nerf. who uses it now?

2. Reduce the cap radius on gold mine flags by 2

i see this game mechanic as fine as it is. if your team lets their guard down they deserve to be punished.

here are some ideas on flag buffs instead:

  • demigods do % more damage
  • priest minions heal % more health
  • specific flags buff specific demigod spells at the same time, for example longer spit duration, +200 more health on sedna heal, TB's frost nova lasts 1 second longer
  • demigods have % more armor, or take % less damage
  • slows enemy demigods in the flags radius
  • increases movement speed of allies
  • items that you can buy that can increase the buff values from that tower when u have it captured? for example 2% more HP/mana when you have those flags?
  • when they have captured the flag back, the next time you capture it the buff would be totally different to what it was the first time, adding a sense of "We should REALLY keep this flag".

 

3. Flag locks should trigger 3 second immunity to prevent immediate relocks

this idea isnt bad, but there are many other options you can change to stop perma-locking like:

  • there should be a difference in cooldown and how long it lasts, for example cooldown is 45/60 secs, when the effect lasts 30/45 seconds.
  • you cannot teleport directly onto a flag
  • flags can be locked as neutral
  • increase cast time of locking to 3,4,5,6 secs
  • you will not lose a flag if u are outnumbered

6. Increase baseline tower damage 20% against minions

just play towers on high. it works fine, us aussies play it all the time.

lastly, i just dont like hearing one solution to a single problem, when their are many possible alternatives, the more the better for this game.

Reply #35 Top

In the six months since release, I'm counting maybe 6 changes to balance by the devs.

 

Actually, I count only 3:

  1. Slight Erebus Bite nerf
  2. Heart of Life Ubernerf
  3. Reinforcement priests give more XP gold

(I do not count fixing bugs like Sedna's Bishops heal % bug.)

 

Now, all three of them were good decisions, but they were only made on behalf of the pressure from the community.

The fact that Frogboy stated that Demigod is already "well balanced" makes me worry a lot. I can only hope that the more games he plays (or once he tries playing QoT), the more he will understand my point of view:

Games like Demigod (multiplayer centric; PvP) are very competitive and need constant balancing.

Reply #36 Top

Change one of the "Random Demigod" options in the game lobby to "Exclusive Random Demigod, that prevents doubles.

 

Already done, there is a game lobby option for the host to set to force Unique Demigods

Reply #37 Top

Another idea i just had...

  • Make the flags more random.
  • Interoduce new flag types.

Let's make an example for Cataract.

The portal flags would stay, so would the Fortitude flag. The side flags would be random but the same for both teams (so 2 random picks here). The 3 center flags would be completly random.

I think this could bring some variation of play for the maps, as you'd have to adjust your strategy depending on the flags there are.

 

Reply #38 Top

I have a large amount of things I want modded

Like changing order of minions (preists > angels, switch them round)

Added minion upgrades SPECIFICALLY i.e Minotaur, preist, angel upgrades. None for giants though... except maybe some more speed

Readding towers that are destroyed (buys back latest destroyed tower or one closest to base) or upgrading specific towers in a way like mentioned above

Add random effects like alien attacks or a lava stream like TheScottishAlien suggested (cant find the link will edit later) to maps

And of course creating a tower defence sort of Demigod ><

As it is Im still young (well 17, not very) and have little coding knowledge or experience and was also wondering if there was anywhere I should look for insight as to how to do these requests myself if they remain too much for the current community

 

Reply #39 Top

here is another mod i would really like.

a mod that records the k/d ratio of everyone in the game and puts it under you notes for those players.

i highly doubt its possible though. :P

Reply #40 Top

I would like to get a few mods that handle the UI stuff better.

namely:

Rework refresh:

keep the game selection even when updating the list (really annoying when you see a game you want to join and it unselects it because it added a new game to the list)

 

When standard settings are on in a game show a green light beside the Game Settings

tooltip: "Standard settings"/"Modified Settings"

allow clicking it to change settings to standards (host)

Allow a list of demigods to be chosen by random (add a new choise)

 

make the game count down from 5 before starting

The host alone would handle this: if someone unreadies cancel countdown

 

and the thing I want the most:

Replays

allow naming-formula

-add button in Replays menu to open a text box that contains the naming formula

-add a help box aswell, containing all the variables you can call

-example of naming: %EnemyNames%_%map%_%date% --> Enemy1_Enemy2_Enemy3_Enemy4_Enemy5_MapName_24.10.2009

 

also:

allow opening a replay through windows inbuild loading box...

 

 

I recon most of these should be somewhat easy. none of them would actually change anything in the game and thus shouldnt cause any problems. And they should allow players without the mods to join and play without any problems.

 

Refresh rework: No interaction with others needed

Countdown timer: everything handeled by Host just delays the start-command being sent and isnetad sends the countdown through chat

 

Standard Settings Light: "restore default settings" button moved, nothing should have to change in teh way the game handels these

Replays: Done after the game. Might include some counters to keep some info available after the game, but should be possible to implement without any changes (as long as the naming uses an accessable formula)


Demigod choise list: possible if the client itself sends the demigod choise to others on game start