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Post-Release Ambitions

Post-Release Ambitions

Once the game is out and devs can focus on patching it through, what are a few very ambitious things you would like to see in future updates?  (I'm not talking about UI tweaks - think big)

Personally -

- Dynamic Fog of War - Engine limitations mean we probably can't see this implemented as maps with multiple levels, but what about buildings that act as FoW "generators?"  Line of sight when close to one of these buildings would drop by 80% or more which introduces levels of evasion and ambush.

- Neutral and Random elements - Reskin a Minotaur Captain and increase his size 200% - put him in front of the artifact flag and give him orders to attack anything that comes close.  Make him powerful enough that he can't be solo'd til level 15 or so.  When he dies the team that last hits him gets 1k gold each or he drops a random item. Rinse, Repeat - every neutral flag has it's own guardian (most of them much weaker than Mino, but still strong enough to prevent the easy cap trades we see now)

- Give us a "Wilderness" map - Rather than three/five straight, clinical lanes I'm thinking a map that looks like a lung or a river delta - many many narrow winding lanes that branch and meet and make it easy to get "lost".

- Give us maps with more than two side.  Three-sided would be ideal to start.   

- Give us a map/modkit and native, easily used and rated mod library in Impulse

What else?

 

 

 

12,198 views 34 replies
Reply #26 Top

Quoting Frogboy, reply 6
My wish list, for what it's worth:




More Demigods including: Geezer (little old man Chris Taylor came up with who looks harmless but can switch into a really scary thing think Nakor from the Raymond E. Feist books), A Builder Demigod who can construct things on the map (various little defenses, totems that do special things, etc.), An Elemental that has various spells of earth, fire, water, and air, and a super Melee guy who is very good at close range combat but not too large and has lots of spells that provide defense or offense specifically in melee or area around him. 

End of Frogboy's quote

 

 

Ill second that!!

Reply #27 Top

Lots of great ideas from everyone, the single idea i think would kill the game in a way is this:

Quoting Frogboy, reply 6

Let all players purchase idols.

End of Frogboy's quote

and of the reason for it is:

Quoting Jaradakar, reply 7

That change would give players choice, if they wanted to control extra units or not... but because it is an added slot, it's less of a choice and more of a "if you have max gear choices, you should also purchase an Idol".  If it was changed so that idols take up gear slots, then it would be more of a choice (and they could then be balanced in line with all the other EQ.

End of Jaradakar's quote

I think GPG can balance the game without turning everyone into generals. I would prefer all assassins before all generals...

 

Most important that should be implemented, clan tournaments, portraits (HP/mana) for general minions and for demigods in your team.

Would be nice to have portraits (HP) of every enemy demigod in sight.

Reply #28 Top

Don't get me wrong, I understand that completly. In both HOSK and DoTA Heroes were obviously far more powerful than creeps, especially as time went by. But never were they something you could just ignore and never did there have to be a tower nearby before you worried about them. Seeing a soft, delectable caster hiding among a group of creeps and knowing that jumping in meant certain death made the game deeper. You could lead the creeps off with summons if your hero could do so, kill them if you're an aoe build\hero, or stun\sleep the hero and let their creeps run ahead so you can kill them alone or with the hero.

 In all cases you were still powerful compared to creeps, they just played a role in game other than being xp and money sources. I just think creeps should matter more, especially for those playing as generals. Something to think about in the future, I'd wager.

End of quote

Yup in DotA creeps at the start were more dangerous. Though this isnt really DotA, and games wouldnt be as fun if creeps were stronger. In fact, you can go settings > grunt strength > high. It not as fun imo.

Reply #29 Top

Quoting DalzK, reply 3


Don't get me wrong, I understand that completly. In both HOSK and DoTA Heroes were obviously far more powerful than creeps, especially as time went by. But never were they something you could just ignore and never did there have to be a tower nearby before you worried about them. Seeing a soft, delectable caster hiding among a group of creeps and knowing that jumping in meant certain death made the game deeper. You could lead the creeps off with summons if your hero could do so, kill them if you're an aoe build\hero, or stun\sleep the hero and let their creeps run ahead so you can kill them alone or with the hero.

 In all cases you were still powerful compared to creeps, they just played a role in game other than being xp and money sources. I just think creeps should matter more, especially for those playing as generals. Something to think about in the future, I'd wager.

Yup in DotA creeps at the start were more dangerous. Though this isnt really DotA, and games wouldnt be as fun if creeps were stronger. In fact, you can go settings > grunt strength > high. It not as fun imo.
End of DalzK's quote

 

I disagree, I like the game more when the creeps are noticeable and not just walking cash troves to be slaughtered en-masse.  Towers also ought to deal a bit more damage, but when you put towers on high their HP is too strong.

 

Also, I actually liked most of Frogboy's suggestions.  Right now Generals are best used as more defensive / support-oriented Assassins anyway, so they might as well just remove the distinction.  Some Demigods will have minions, some won't, but as far as idols etc. go...there's no point in limiting them to one "type" of Demigod.  I don't want all Demigods to be "Assassins" in the sense that they are focused entirely on killing; a good mix of offensive / defensive / support Demigods would be ideal.

 

p.s. DalzK your name is so annoying to quote ><  messes up the forum code haha.

Reply #30 Top

My 2 Cents: I'd like to see maps that have dynamic elements; such as barriers. I'm not talking destructible barriers but rather barriers that can be affected by various triggers on the map. These barriers would work to funnel units and make the game a little mroe interesting.

 

More importantly: Mod & Map creation toolset.

Reply #31 Top

Yeah, I'd really like it if there were a way for players to create their own maps, or at the very least edit the ones currently available somehow.

 

Most RTS are kept alive in the long run by the ability of players to mod / create things, especially maps.

Reply #32 Top

Public Announcement:
I took off my AC tag so people can quote me now..haha :P

I disagree, I like the game more when the creeps are noticeable and not just walking cash troves to be slaughtered en-masse. 
End of quote

I never felt creeps were like that. At the very start creeps are not noticeable at all. But as the game goes on and on, creeps become more and more important, and can/will eventually in you the game. I have won games when Iam about 5 levels lower than the enemy, but the only reason I win is because of the creeps, nothing else.

Its bascially the opposite of DotA :P

Reply #33 Top

a lot of interesting suggestions there.can't wait to see some new demigods!

I had an idea yesterday: the towers create a net of light-beams when they fire, it would be cool if those beams were generated by a building. It would be heavily defended and if it is destroyed, the towers stop firing (or at least their power decrease).

Reply #34 Top

I'd like to have the option of selecting a Random Demigod before starting, and not having to select one.