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what this game should take from dota

what this game should take from dota

edited for udate spelling and rant/4/24/09

To begin with I know this is not dota, but demigod could use a few things from dota (I Think).

1.  for health and mana I would like the numbers to be there all of the time, not just when I scroll over them

2.  a alt tab button so I can see the health of creeps and demigods nearby  

2a. (while not as good as the alt tab button apparently if you press ` at the top left of the keyboard it accomplishes the same thing)

3.  doing a gank is very hard to do with the current maps.  between few obstructions and flags giveing LOS it is very hard to sneak up on someone.  so in some future maps please have more line of sight obstructions and fewer flags.

4.  on the mini map if I click on it I would like my view to go there  not stay where I was.

5.  TB Reg and VL could you make them more noticable,  I dont know if its just me but i mix them up with the creeps sometimes.  makeing them bigger or just makeing them a brighter color would work.

6.  If a demigod is standing behind the Rook could you make a outline of the forementiond demigod visible.

6a. (apprently this is also in the game and I may need to fix my eyes)

7.  could you include healing item that was like the tangos in dota (a heal over time that was cheap) just for the begining.

If I messed up and any of these things are in the game and I'm just screwing it up sorry.

as a side note after reading the forums a lot of people seem to dislike the small number of heros.  as a long time dota player

myself im left wondering why people think just throwing in heros would be fun.  I would rather have a small but balenced pool

of heros then a large unbalenced hero as is the case with dota.(you cannot tell me that a team of chimara, alchemist,  queen of

pain, obsidion destroyer thingy, and blood seeker(only time he is good is versus noobs.)  could win against bala, clinkz, void,

lion and tide hunter.

3,659 views 29 replies
Reply #26 Top

Quoting khemintiri, reply 23

ganking is a way to retain mapcontrol , its rather easy to counterwork in this game due to cheap telescrolls/wards to retain control of the map , sure it might not be fun to be ganked , but there are counters as i stated .

its a common known tactic and should be used in a game like this
End of khemintiri's quote

Okay...

 

It's a "commonly known tactic" in the DotA community.

Should it be a "commonly known tactic" in the DG community?

Let's also consider the fact that each DG kill yields so much gold that it gives the killer a rather large advantage, and I just feel like this game is about direct confrontation on the field of battle rather than hiding in wait behind an obstacle. Everything about this game, from the creeps to the configuration of the maps to the nature of flags, orients the game towards face to face confrontation.

And I don't see how ganking would make the game any more fun.

 

Reply #27 Top

Quoting scyldSCHEFING, reply 1

Quoting khemintiri, reply 23
ganking is a way to retain mapcontrol , its rather easy to counterwork in this game due to cheap telescrolls/wards to retain control of the map , sure it might not be fun to be ganked , but there are counters as i stated .

its a common known tactic and should be used in a game like this

Okay...

 

It's a "commonly known tactic" in the DotA community.

Should it be a "commonly known tactic" in the DG community?

Let's also consider the fact that each DG kill yields so much gold that it gives the killer a rather large advantage, and I just feel like this game is about direct confrontation on the field of battle rather than hiding in wait behind an obstacle. Everything about this game, from the creeps to the configuration of the maps to the nature of flags, orients the game towards face to face confrontation.

And I don't see how ganking would make the game any more fun.

 
End of scyldSCHEFING's quote

 

im guess your sad to hear that it already is a commonly known tactic , atleast by players who know what theyre doing .

and you dont hide, you move around a lot trying to get behind your opponent or flank , its a pretty known tactic of any rts or more or less any battle ever fought .

welcome to reality .

Reply #28 Top

Quoting khemintiri, reply 2

im guess your sad to hear that it already is a commonly known tactic , atleast by players who know what theyre doing .

and you dont hide, you move around a lot trying to get behind your opponent or flank , its a pretty known tactic of any rts or more or less any battle ever fought .

welcome to reality .
End of khemintiri's quote

Hehe, video games are not reality.

At any rate, we're not talking about flanking or otherwise out-manuvering your opponent in this thread. We're talking about having objects in the landscape which block line of sight with which players can gank other players.

Reply #29 Top

Quoting scyldSCHEFING, reply 3

Quoting khemintiri, reply 2
im guess your sad to hear that it already is a commonly known tactic , atleast by players who know what theyre doing .

and you dont hide, you move around a lot trying to get behind your opponent or flank , its a pretty known tactic of any rts or more or less any battle ever fought .

welcome to reality .

Hehe, video games are not reality.

At any rate, we're not talking about flanking or otherwise out-manuvering your opponent in this thread. We're talking about having objects in the landscape which block line of sight with which players can gank other players.
End of scyldSCHEFING's quote

 

well a gank us usually made by flanking /ambushing your opponent with help of landscape that hide your troops/troops , just like in the real world