WarlokLord

WarlokLord

Joined Member # 2939586
39 Posts 222 Replies 21,552 Reputation

L4D is terrifically randomized - certainly by your own bar of measure! L4D has more randomization in it than Demigod and a host of other games out there. (Does it need more elements & assets to maintain interest? Absolutely...)

30 Replies 4,928 Views

I disagree, Aspartem. Sport is filled with randomness and chaos, real life or digital. Why add *more* randomization? Again its not much more, and of course it would solve the stun-chaining problem which threatens to make Demigod unfun in many multiplayer circumstances. I fail to see how my proposed change makes Demigod any less validly competitive. Less predictable, sure. If by "competitive" you mean clinically even, then I`m n

30 Replies 4,928 Views

I think you`re splitting hairs. I understand the split, I just don`t think there is any consequential significance - randomized is randomized. We react to luck with Items, why not with a single realm of otherwise game-crippling ability? The "passive item buffs" may indeed be categorized thusly, but they are hardly a minor aspect of Demigod. They are a major aspect, and for some (Regulus and the Ashkandar Sword...) they are critical. Actually, for anybody they are critical: scoring 4x

30 Replies 4,928 Views

But Wagnard, listen to what you`re saying - every time I play against 'X' Demigod, I must use 'Y' Item. I don`t want the same thing everytime I play. Variety. Again, this sounds more like I`m solving an equation than playing a game. Regardless, I stand by my solution. Randomness is *already* a key part of Demigod.

30 Replies 4,928 Views

I will attempt to illustrate my truth here by agreement . You are correct – randomization and chance have no place in a competitive play game like Demigod. Except for Lord Erebus` CHANCE to summon NightWalkers, which is actually enhanced directly by an en

30 Replies 4,928 Views

[quote who="Wagnard" reply="14" id="2116113"]There could be item that do a stun time reduction. like stun effect last 20% less [/quote] Yes, but then by necessity everyone must carry it. Again, may as well start with it or have it an inherent trait. We should try to avoid compulsory solutions and maintain more freedom in your manner of play.

30 Replies 4,928 Views

No it is not. (randomness opposite of competitive) More on this later. As for L4D being competitive, yes - you play versus other players in... drum roll... versus play. Sounds competitive to me. As for randomness in L4D, ummm, how about the seeding of weaponry, ammo, health, molotovs, pipe bombs, zombies, and bosses, not to mention timings of hordes? Of course thats randomized, all within algorithmic parameters. Like Max Payne but here *successfully* (!) applied

30 Replies 4,928 Views

Motorola SB5101 SURFboard (Cable router) D-Link DI-604 (100BaseT hub) Intel(R) 82566DC-2 Gigabit Network Connection - driver version 9.8.20.0 C: Most Of The Time [almost never with more than a single other human player... at least not in Pantheon play] My provider is Access Communications ( www.accesscomm.ca ), who provide 500-750k upload/download speeds. Pretty darn good service. I connect from my netcard to the hub

32 Replies 7,125 Views

An addition after some thought. -50% chance of success -15% less energy cost for all stun abilities -50% greater recharge time for all stun abilities Puts stun in its proper role. With the above you might not need any further riders on stun usage. I think its pretty damn clever (!). (grin egotistically...) Frogboy, you`d think I was pondering something more substantially randomized than what I am. I`m not. This is small potatoes. And certainly prefera

30 Replies 4,928 Views

This is good. Hopefully EA keeps it up, trims their bureaucracy (!), vastly improves their customer service, and dispenses with things such as the *necessity* of logging in to official online servers to play your games. Credit where credit is due. Frogboy and company have shaken things up and made a mark.

40 Replies 98,060 Views

I think if you are against a greater number of enemy Demigods than is currently with you - stun or not - you are in trouble. Inclusion or exclusion of stun attacks/mechanics doesn`t change that fundamental. Teamplay is still supported... we`re just speaking of a difference in cooperative abilities being utilized. Stunning would still be 100% effective versus Minions and Creeps of all types. As for luck`s role in any competitive game, I have another post on these forums

30 Replies 4,928 Views

[quote who="israil" reply="13" id="2114885"]doesn't the returning armada research in the game imply that even in the timeline of vanilla sins, the vasari make contact with their old empire and get them to send ships to help in the tec/advent front of their current war? [/quote] You`d think so. Obviously the Black Fleet succeeded to some degree, or at least some elements of it did. Perhaps success was merely escape & survival. Good point to bear in mind.

118 Replies 391,411 Views

Stun Ability Solution Bold of me to state, yes. I wonder if I might be onto something though. I don`t mean to sound like a broken record, but I will eventually for the sake of discussion of stun balance. First, lets assume stun works as it does now with the following exceptions: - stun/slow abilities of the same identical type do not stack - all movement/attack speed reduction items cost 25-50% more tha

30 Replies 4,928 Views

I`m not a fan of the idea of "rebound items"... if such are effective and get implemented, then suddenly they become necessities. If they`re necessities, every player may as well simply begin the game with them. If stun mechanics are a flaw, then they need to be fixed. "Rebound items" don`t fix the problem, they merely treat it. Not the best way to solve X.

34 Replies 51,674 Views

I don`t like the idea of limiting *all* stuns to 2 seconds or less - that would make various abilities too much the same, robbing different Demigods of some of their uniqueness. For example, TorchBearer`s ice abilities seem well-suited to considerable immobility. Giving a Demigod a 5 second immunity to further stunning after just having been stunned might be a step in the right direction, though in lieu of suffering another stun effect I would apply a drain of energy for the

34 Replies 51,674 Views

If a Demigod enemy is already stunned, another stun state should not be applicable until the current one is expired, perhaps. That might mitigate abuse... I believe many others have cited the necessity of timing then (which at least gives you a chance). Perhaps also cut in half, successively, the duration of stun from each identical successive usage of it upon the same target. So the first time Demigod Y stuns, he does so for 4 seconds. If a stun from the same ability strikes the

34 Replies 51,674 Views

Varied Main Menus In the old Unreal engine game RUNE, as you played through you unlocked new title graphics/animations. At least that is my recollection. Regardless, the graphics you beheld for the title screen were subtly different at times. I would love to see this for Demigod, as you progress through a singleplayer campaign. The further you get, the greater the array of menu graphics may greet you at start-up. The further you

3 Replies 818 Views

Game Host Player Selection After many games in a row, without quitting and restarting Demigod, eventually you lose the ability to select players in the game setup screen when you host games. When you go to add A.I. players you are able to activate each slot drop-down menu, but clicking on any selection does nothing. You cannot add any players. To replicate, just host mutliple skirmishes until this bug pops up.

0 Replies 809 Views

BFME 1 was a great step for rts games. Of course EA stepped completely backwards in bringing back builder units (BANG to the head) with BFME 2. BFME 1 was a nice solid kind of game, despite some outstanding issues with pathfinding by cavalry upon fortress walls.

7 Replies 5,031 Views

... Gauge Regulus` balance, obviously. I tried playing this character against A.I. in skirmishes, and I must say I suck compared to other Regulus players including the A.I. . He *is* paper-thin and his attacks in my hands (!) seem to do little damage. Hats off to those who hammer others hard with this character. I still hate fighting multiple Reguli. That said, I imagine a Regulus who can get to Ashkandar first can deal out the hurt. Anyway, a

0 Replies 681 Views