How about shared team experience and gold?

You and your friends are pushing a lane. It just so happens that you get Sniped before the others. You have to retreat, even though your contribution was to get hit so that your allies could stay, instead of one of them going back. Now you get less XP.

I think that experience and gold gains should be totally shared amongst the team. This means that for killing creep X, everyone gets 1/5th of the value. Same for gold. If you want that item fast, that's fine, but your entire team pays the cost. You can see the totals.

How this would work is a series of sliders, one for each team member, that represents your share of gold and experience that you can spend. You can't shift someone else's down an below equal share, but you can move somebody else's up as a proportion of the team total, at the cost of your own. This could be directly shown as a result on-screen, i.e. you can see your available gold and experience gained to go down, or up if you're on the recieving end. In this way you can choose to delay certain Demigods from levelling, in exchange for the gain of others. I think this massively increases the number of available tactics, since you grow as a team but can choose to focus efforts how you like, in the amount you like.

Let's say you need to go back to buy an item. You could give all your experience to a teammate, because you don't need it in friendly lines, and he could give all his gold to you. Then, when you get back, you swap over. This would massively encourage team play, and be a point of uniquity for Demigod, because no other game shares in quite this fashion.

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Reply #1 Top

Nah, because then the more useless people get a share of the useful people's spoils. That encourages teamplay, but discourages individual initiative. It's the same reason why communism sounds great in theory but doesnt work in real life. The 'net teamwork' would come out to less then it does now. The only incentive Demigod needs is that if your team sucks, you lose.

That example you gave really doesn't present a problem at all, because a single push is negligible. Just by playing the game, your missing out on pushes all the time simply because your part of a different push, or shopping, or spending skill points. So go back to your base, heal, buy a teleportation scroll, and jump back in the fray. Better yet, carry some health potions with you. Hell, even a decent health regen armor can compensate for a single snipe from Regulus if you just take a back seat in the push. Not to mention your Preists will heal you.

Basically, it's not that theres a problem with your idea, it's just unecessary.

Reply #2 Top

This looks like it would negatively impact the game quite a bit.  Yes, it sucks that you were picked off and lose out on gold/experience.  However, denying the enemy gold/experience by forcing them out of the lane and making them go back to heal is a huge part of the gameplay.  This would really limit the ability to control an area and turn that into an advanatage.  It also allows you to deck out a player and turn him into a suicide run engine, completely negating the negative effects of his suicide runs by feeding him exp while he's down.

Reply #3 Top

What if we strip this idea back to essentials and ask if it would be desirable for some interaction to exist between Demigods?  Right now each is his own little island, but if you could trade items or gold then you could create an added teamwork aspect...You would also get more complex feeding than what currently exists.  I don't think XP feeding is viable, but does that shut the door on interaction completely?   

edit:  I've made a new topic about this here

Reply #4 Top

The Goldmines are currently the safety net for unlucky players who get whacked early in combat and don't get to be around for the kills. There is however no such mechanism for their lack of XP - so a small amount of global xp sharing might be appropriate. Or you tie it to a flag that slowly increases xp for all players on the team controlling it - more objectives to capture in the field is always desireable.

Reply #5 Top

Achievements are what you get for individual accomplishments. The reason Communism doesn't work in real life is because you have to trust your government to split it up equally and not take it for yourself, and because there is no giant I WIN button. In Demigod, you only co-operate for a short period of time with any given players (or pre-arranged, in which case this is fine anyway) and the computer enforces proper distribution. There is also no logistics problems, etc.

One snipe from Reg is a bit of a wuss, but my point was valid, you could just replace it with the invulnerable Oak whacking on you, or their team of 5 Regs sniping you, or somesuch similar that you can't ignore. Why should you lose out because the enemy attacked you, and let your teammates survive?

Reply #6 Top

Quoting DeadMG, reply 5
Why should you lose out because the enemy attacked you, and let your teammates survive?
End of DeadMG's quote

1. Because you died. (You got unlucky, ok, but you still "lost". Lose and you pay for it.)

2. The enemy put in effort to kill you in order to weaken your side. They succeeded, and now get to reap the reward. I suggest arranging for payback.

It's not just a player losing time/cash/xp, it's also some player(s) successfully pulling of a move to further their strategy, it should actually have some effect when they do. Wouldn't you want YOUR kills to mean something? Being the guy that takes one for the team sucks, making guys on the other team take one for theirs does not. I suggest arranging to be on the dealing side more often than the receiving side. (I also, again, strongly reccommend payback}:) )

Reply #7 Top

Quoting Stilbine, reply 1
It's the same reason why communism sounds great in theory but doesnt work in real life. The 'net teamwork' would come out to less then it does now. The only incentive Demigod needs is that if your team sucks, you lose.
End of Stilbine's quote

Looooooooool .. mmh, currently capitalism isn't working more (if you want, we can continue in pm :D )

 

Gold should be shared if necessary (and perhaps warscore if it's only used by generals), but XP shouldn't.