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Longetivity, Depth, and Intuitive Interface

By on December 13, 2008 6:21:22 AM from Stardock Forums Stardock Forums

I created this post because on the other posts a lot of people have been talking about this so I figured this could be a centralized area where you guys can put your ideas about what can be done to make sure Demigod has these things.  As for my own ideas on this I would say that in terms of longetivity, there should be a map editor so that users can make custom maps with interesting objectives.  In terms of depth I suggest last hitting of creeps for gold and the ability to deny own creeps from getting last hit.  Maybe simple commands with hotkeys to get your hero to move, patrol, and attack.  Please post your comments on these ideas and post ideas of your own.

+1 Karma | 70 Replies
December 13, 2008 6:23:44 AM from Demigod Forums Demigod Forums

Personally:

#1: Decent Community folk

December 13, 2008 8:59:40 AM from Demigod Forums Demigod Forums

yah

December 13, 2008 2:16:50 PM from Demigod Forums Demigod Forums

I would feel that longetivity of the game does into how it is handled outside of the game itself. The multiplay realm and how it is executed plays a large role, and if it is another chat room with lists of game names and automatching ala Battle.net, then likely Demigod is in for a very short lifespan.

December 13, 2008 3:48:12 PM from Demigod Forums Demigod Forums

Quoting OrleanKnight,
I would feel that longetivity of the game does into how it is handled outside of the game itself. The multiplay realm and how it is executed plays a large role, and if it is another chat room with lists of game names and automatching ala Battle.net, then likely Demigod is in for a very short lifespan.

I don't know why you use battle.net as an example for a short lifespan. Battle.net is a great mulitplayer system it has its flaws, but still going strong. Warcraft 3 and Starcraft still have many players that are still playing ladder and custom games. If you want a system that will short live a game on the multiplayer level use examples like gamespy for THQ games like DoW and such.

December 13, 2008 5:06:09 PM from Stardock Forums Stardock Forums

Not necessarily talking about multiplayer success in terms of how the actual match up are exectued but in new content.  I know there are going to be more Demigods but I just wish there could be some kind of user content creation.  Also C.C is right Battle.net is a pretty good example of longetivity and how to execute.  Warcraft 3 has lasted a long time so there has got to be a better example of the point you are trying to make.  Anyways what do you guys think about a map editor or something like that.  I mean doesn't even have to do with making custom skills or anything just simple maps would be nice.  I know they are going to allow a ton of changing game rules but I think user created content is what brings games to a whole new level.

December 13, 2008 5:09:55 PM from Demigod Forums Demigod Forums

Note my views are with the more vast equation of the general public. I try not to judge restricted on just my experiences alone. Battle.net is perfect because it represents a homefront which is comfortable for only few people when compared to the greater whole of the gaming community. Not everyone is as comfortable as someone else. I take many people's viewpoints into a account in my arguements, not just my own. My goal will be, and always is to maximize player base and make a system so comfortable even someone like my dad can play it.

December 13, 2008 5:23:43 PM from Stardock Forums Stardock Forums

Haha, I like your optimism but I still don't understand what is fundimentally wrong.  Who wouldn't want a good multiplayer system?  That is the whole point of this discussion what does a good system mean to you?

December 13, 2008 5:49:59 PM from Demigod Forums Demigod Forums

I think the most important thing is allowing an editor for user content.  Isn't this one of the reasons why Demigod is here in the first place.  WC3 had a great editor system which allowed for games like DOTA and tower defense which are still played today.  Battle.net might not be the best multiplayer system but it gets the job done better than most.  Yes a good community is #1 but to get a good community you need not only a good game, but a way for the community to customize that game by adding some of their own ideas.  Oblivion had a great user customization kit that allowed for a great lifespan of the game.  I'm not saying everyone likes WC3 or Oblivion, but i am saying that they are still around due to the fact that the community can create content to add to the game.  I also don't want anyone to think that i believe Demigod is a rip-off of DOTA but the presence of DOTA had its part to play.

 

If you aren't sure what i'm talking about with the WC3 editor then i suggest you check out the battle.net community for WC3.  The amount of different types of games that are played using the WC3 editor is impressive.  RPG's, Survival, DOTA, TD, and others that are completely different from what WC3 are all due to a great user content system.

December 13, 2008 5:56:04 PM from Demigod Forums Demigod Forums

My understanding is that one person's idea simply are not enough to really make something truly fun and ground breaking. This is why I constantly desire to reach out to the community in a constructive way, a way which doesn't say 'No that idea is bad, taken, this one is better' etc. I will once again express my primary focus:

I do think about my dad a lot when it comes to playing a game like this online. He's been very, very put off from RTS games because of how quickly they play and how aggressive the community can be. He enjoys the games, and wants to enjoy them with people of his level of play skill and pacing. For instance, he likes to make slow and careful choices - likely he will do terribly against an expert, even someone like me who makes choices much faster than him and works at a game and furthermore practices at it.

So no, I'm not looking to make a system that is fully comfortable for someone just like him, but he's always there in my mind to remind me that there are many people out there like him that do not want to play this game in a super hardcore fashion, and I know very well that ladders and multimatching furthermore puts them off, and drives them away from the game. There are lots of different ways to set up a system where people of all levels can not only player Tournaments, but also take part in thoses which are of their level and play skill.

Fact: Ladders and Win/Loss ratios do constribute to bad behavior. Note, I said bad behavior, this can mean a lot of things. To clarify, one such instance of bad behavior is that players do judge others players on their Win/Loss ratio and in many games this ultimately results in whether or not you take part in a game. This dates back aaaaaaaaaaaaaalll the way to StarCraft's first appearance on Battle.net, and ever before that when people would kick people just because they had poor scores. This continues even to this day, and there is no denying that is a part of gaming community, even beyond the RTS genre.

 Fact: Ladders put off players because they feel as though they'll be able to attain a certain standard in the game. And that standard is often achieved by someone who plays almost everyone waking moment of every day. If there is a ladder system, it should be restricted only to the current game in progress - such as the two to three month Tournaments Mike spoke about on the video interview.

      - Inverse, Ladders also inspire the hardcore gamings to play until they reach the top. And they take pride in being one of, or the best of all. Players can still attain this feeling from restricted ladders in Tournaments however.

 

I alone do not have all the answers, but I do have good ideas. It will take a long time for me to illustrate those ideas, that is the only reason why I haven't do so already.

December 13, 2008 6:25:03 PM from Stardock Forums Stardock Forums

Dude I am glad you think you have an understanding of what is wrong with RTS games however debateable your problems may be but post some solutions here please Orlean.  Validus that is exactly what I am talking about, the idea is that we want the game to last.  Yeah it is good to come out with a game that is fun to play for a while but like you said what really makes a game meaningful and worthwhile is the extra content.  The beauty of something like a map editor is that you don't even have to make the content, whole new games will be created just through creative people and this will greatly increase the popularity of the game.  It is putting a little extra effort in in the beginning because you know it can reap huge rewards at the end.

December 13, 2008 6:50:09 PM from Demigod Forums Demigod Forums

As I stated, I'd clearly illustrate my ideas for a sollution if people supported the foundations of where I'm coming from.

December 13, 2008 9:21:25 PM from Demigod Forums Demigod Forums

They have a matching system that can put two begginer people like your dad against 1 pro. That way begginer people can win too. I know what your talking about. Sometimes i just get tourn apart time after time by pros and would like the feeling sometime that I acomplished so mething. Though i disagree about all players should get same reward. Like pro people can win money related tournaments. But non money tournaments it would be fun to be able to win a tournament by having a game with 5 noobs vs 2 pros.

December 13, 2008 11:39:30 PM from Demigod Forums Demigod Forums

Maybe they should have different bracketed tournaments based on win/loss ratios for example 10%-20%, 30%-40% and so on. With each bracket having a different reward for the winner. Also having the people in the higher bracket getting something better then the people in the lower brackets.

December 13, 2008 11:45:52 PM from Demigod Forums Demigod Forums

I liked how GPG did their daily tournies.

They had an overall winner, plus a winner for each rating bracket.

December 14, 2008 12:15:10 AM from Demigod Forums Demigod Forums

that'd ne nice I think except I think in order for it to properly place u before u entter a bracket u play 2 games. Through those 2 games it places u. This why if some one got alot better but just hasn't played alot while better still get placed equally but of course they cou;d lose the games on purpose hmmmm.

December 14, 2008 12:51:37 AM from Demigod Forums Demigod Forums

I think we'll need to see how their ranking system works.

SupCom used your rating score...but the online tourney and what I assume is the Ranked play will be the ascension tourney and I THINK that your placement will be determined by your ascension points...which can change all the time due to deductions from other players and additions to your own.

Maybe take the average ascension points you make per game minus whatever you get for winning (or lose per losing maybe?) so that you'd just have an average score on how you did during the game, not the outcome of it.
I never liked a system based on wins and loses. How many times in ANY game have you pulled off some SICK tricks and still end up losing!?

December 14, 2008 1:34:24 AM from Demigod Forums Demigod Forums

Yah and its not always your fault. Not to be mean but sometimes u have a noob on your team who isn't good so even though u are on a roll u still lose.

December 14, 2008 1:38:03 AM from Demigod Forums Demigod Forums

Exactly

December 14, 2008 1:51:10 AM from Demigod Forums Demigod Forums


In terms of depth I suggest last hitting of creeps for gold and the ability to deny own creeps from getting last hit

No, No, No, and No. Last Hitting is the worst thing you could possibly implement, bar a unique peripheral that jolts you with a few volts everytime you perform an action. It is inherently counter the very thing Demigod is built on - Teamwork.

December 14, 2008 2:10:25 AM from Demigod Forums Demigod Forums

I agree Daton! I think the AOE exp that's in right now works GREAT!

December 14, 2008 4:40:47 AM from Stardock Forums Stardock Forums

I am confused what you don't like about last hitting.  I don't know it just seems to me like that would mean then that all you would do is go after the other Demigods and just constantly capture flags.  I could be totally wrong but it makes a little bit of sense to me well at least that you get gold for doing a lot of damage to creeps or killing them because then it rewards players who want to just kill the creeps.  Maybe alst hitting isn't the right way to do that maybe it should be done by the majority of damage.  I don't even know if it isn't already in the first beta but you need to rpovide incentives for players to kill enemy creeps I think at least.

December 14, 2008 5:10:13 AM from Demigod Forums Demigod Forums

Well, first off, the incentive to kill creeps is so your towers/base are not overwhelmed.

Second, why should only the person who killed the creep get the experiance? That's completly counter-productive to a team based enviroment. Right now, when a creep is killed, all demigods within a nice size radius gets exp for the kill. 

Third, with the large number of creeps as opposed to DOTA, if the creeps rewarded any sizable amount of gold, you'd be loaded constantly.

In short: There is no reason to only reward the LAST HIT or MAJORITY OF DAMAGE GUY. It's a team based game. If your ally is near you, they get exp. Hell, I've played games where I had a LARGE number of creeps and waited a few seconds FOR a team mate to be in range.

Teamwork > All for one.

December 14, 2008 7:26:42 AM from Stardock Forums Stardock Forums

Of course not only the person that kills creeps get experience.  Even in Dota you get experience of all creeps kill around you.  Anyways you can get experience from capturing flags and killing other Demigods.  I don't see where the incongruence is here, you aren't actually talking about that same thing I am talking about an extra incentive where you have to work a little bit for gold by getting gold from flag captures, creep kills, tower kills, or other things I am glad you get a constant gold depending on how many mines you have but you seem to think that last hitting creeps eliminates teamwork where on the otherhand it is one of the most important things when it comes to teamwork.  For instance in Dota it is all about lasthitting their creeps and denying you own.  As you usually have a lane partner you have to work in sync with them to focus certain creeps and not others and it is not just about your individual timing but a combined effort.  It doesn't necessarily need to be a huge amount of gold but I don't know I think that might be a step to reward people who are defending instead of constantly attacking and it adds more skill to the game.  By this I mean it makes you micromanage your character more which should always be a desired trait.  For a game to be fun it should have a lot of depth and last hitting makes it more complex.

December 14, 2008 7:45:11 AM from Demigod Forums Demigod Forums

I don't like last-hitting either. It adds in a weird meta-game where rather than trying to kill your enemy, you're trying to kill them at the right time so you get experience. This seems very arbitrary to me, I mean it's basically an exploit.

I think continuity comes from a few things. Maintaining player base size feeds into itself for a start: if you can't find anyone to play with, you'll leave, so someone else won't be able to find anyone to play with. So, there needs to be strong initial sales, and a reliable and use-friendly matchmaking service from the start. There needs to be a steady drip of quality content to keep people interested, which can be done via ongoing developer support and/or fostering a modding community.

And yes, the game does need to remain dynamic and rewarding for long-time players, rather than degenerating into running through a known winning formulae.

I think the pieces could well fall into place from what has been announced so far. We shall see.

December 14, 2008 8:16:40 AM from Demigod Forums Demigod Forums

1) We do have denying of some sort in Demigod already

2) We already have last-hitting (for Demigods only)

I admit that will be special situations instead of common ones in Dota but then I feeled that the normal "focusing fire to quickly reduce enemy firepower while preventing overkilling enemies" mechanic every RTS possesses is more suited for Demigod than the Dota mechanic. I mean attacking an enemy creep who has 1 hp left just to get the money instead of switching to another target and letting my own creeps finish him is something I never liked in Dota. Preventing to overkill enemies takes just as much skill as last-hitting and is a lot more intuitive.

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