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More team based achievements and favor points.

By on April 27, 2009 3:19:03 AM from Demigod Forums Demigod Forums

I think Demigod would profit from encouraging team play more. Citadel upgrades, capping flags, healing/shielding team members should be worth the time, mana, cooldowns and health invested into them. A good and easy way to implement this would be to add a few new achievements.

Some examples:

- first citadel upgrade

- 5 or more citadell upgrades

- defender (kill creeps/demigods close to a structure under attack)

- healer (highest number shield/healing used on other team members; maybe not in Pantheon)

- life saver (healing/shielding a team mate with health < 50%; maybe not in Pantheon)

- flag locker (only flags in the middle or enemy base count to prevent exploiting)

more to come...

+46 Karma | 9 Replies
April 27, 2009 8:51:30 AM from Demigod Forums Demigod Forums

Phenomenal idea.

April 27, 2009 9:26:23 AM from Demigod Forums Demigod Forums

I think Demigod would profit from encouraging team play more.

Agreed.

I highly support teamplay and would like to see some team based achievements.

But what you wrote sounds a bit mixed up. Do you mean achievements, the awards allocated at the end of each game or both? (If you mean both you should separate the two categories, eg. fist citadel upgrade should be a award etc.)

Also you should be a bit carefull with the "- life saver (healing/shielding a team mate with health < 20%)" I heal/shield alot if i play Sedna or Oak. If you would reward healing below 20% HP higher than a normal heal at about 50% HP I would tend to wait until my teammate is below 20% HP to get the better reward. Often is a Fireball of Torchbearer much more than 20% HP, so people would frequently die because someone wants to get the life saver achievement (again, achievement or award?)

On the other hand, if you thought the "life saver" should be a award it would be quite unfair, especially in pantheon. Oak and Sedna are both on the light side, so each round the life saver award would go to light.

April 27, 2009 10:24:25 AM from Demigod Forums Demigod Forums

I guess QoT bramble shield would count, but the balance certainly is in favour for light side there, I reckon life saver would be better served as an achievement, with healer being the award (and who knows a new demigod might add a healer to dark).

But encouraging team play is certainly a great way to go seeing as this is a team based game.
It also might make some people play more defensively when required instead of trying to get loads of kills (although you will still get those sometimes)

April 27, 2009 10:29:37 AM from Demigod Forums Demigod Forums

Good idea to make even those teamplaying who don't know yet how important it is.

April 27, 2009 12:47:24 PM from Demigod Forums Demigod Forums

I guess QoT bramble shield would count

Yeah, I forgot about that, but as you said the balance would still be in favour for light side.

If a future Demigod for the dark side would be a heal based one it would something else.

Another thing about a heal award: A heal award would still be kind of unfair. As it stands now there are only 3 of 8 Demigods wich even got a heal like skill, In some games there is only one of them present, if at all. So the player who had the "luck" to be the only heal Demigod in the running game, would automatically get favor points, just for choosing his DG. This would be somewhat okay if the only way to support your team would be heal, but there are many other ways to support your team. (TB Auras, debuffs for your enemys, etc...)

April 27, 2009 1:37:43 PM from Demigod Forums Demigod Forums

Well theres a sort of double-edged sword here.

 

Yes, having an award for healing is technically unfair. Since only 2-3 DG can actually heal, it prevents other DG's from getting this award. However, you can consider the achievements for chain killing, etc. in the same boat.

 

I play Setna quiet a lot and many times can pull good kill chain/amount. Especially if I actually spec into silence so the other DG's can't teleport away. Bur, any person who is knowledgeable about equiping their DG and timing their DG's cooldowns can usually escape or sometimes kill her without much trouble.

Really, I think if they incorporated this achievement they would need to seperate her builds more. Reduce her amount of HP per level, so she can't stand head-to-head battle without either: good gear, a teammate, or spec'ing into her damage side of the tree.

We only want to give this award to those who really focus on healing. Maybe there should be a limit of HP she has to heal in order to get it? Some high, but not unreasonably high, goal that would really focus on keeping your teammates alive?

 

They should really put this out for a week so we can test/balance it!

 

--Xetoris

 

P.S. Also, thinking about it, does anyone know if aura's count towards co-op kill awards? If TB or Setna are next to a teammate who lands a killing blow, without doing damage the oponent, would you get assist credit? This would seem benificial. Thoughts?

April 27, 2009 1:46:27 PM from Demigod Forums Demigod Forums

Im sorry, I made this thread a few minutes before I had to leave for work and I only had time to roughly describe what I meant.

Very good point about the light side in Pantheon, they would have a much higher chance to win the healer award each game. Well, each side will get one new demigod and maybe the devs can add a new dark side character with a support skill.

Achievement or favor award, another good question. I think awards will encourage players to use a skill in each game to gain more favor points and are more 'valuable' for new players. Awards would have to be fair for both sides in Pantheon. Citadell upgrades, capped flags in enemy territory and defended buildings would be clearly a better choice ATM.

An achievement would be only interesting if it would scale with the demigod for a long time (100/200/400/1000... team mates healed) but it could be demigod specific. It could probably be used to 'make up' for the mana you spend on another players health. Which brings me to the next point:

 

Healers dont get the kill! (...that often)

I read that it is harder to keep up with a healing/support oriented build. You often dont get the full money/XP for the kill, only for an assist. You use up mana - which means you have to buy potions or items or visit the crystal more often. Lets be frank, this can costs you in early game! Gold and XP. Maybe there should be a small compensation for healing/shielding a team mate? Maybe a little XP and a few coins, enough to allow you to keep up with a healer/support build.

A Sedna/QoT/Oak player should not be punished if he decides to buff his team mate and let him get the kill. This could also be applied to the Torchbearer if he assists a team kill with Frost Nova.

 

Right now when you take a look at the Pantheon demigod stats you will notice that Sedna and QoT have fewer players than the other demigods. This might even out a bit more if playing a support build would pay off as much as a tank/hunter/raiding build.

April 27, 2009 2:41:26 PM from Demigod Forums Demigod Forums

However, you can consider the achievements for chain killing, etc. in the same boat.

It's ture, some Demigods are better at killing others at the moment, but that is not the same. Your ability to kill enemys is strongly based on your item and skill build, if you go for support you really have a hard time to catch kills yourself, but you are still able to kill. Otherwiese you can still play Sedna / Oak / QoT Assasin-like and then you are definitly able to get all kill based awards. If you would implement a heal (and/or buff) award you won't ever be able to get such an award with DG's who don't have a heal ability. Hence this would be somewhat unfair.

We only want to give this award to those who really focus on healing. Maybe there should be a limit of HP she has to heal in order to get it? Some high, but not unreasonably high, goal that would really focus on keeping your teammates alive?

The limit would be more like an achievement, the awards are only for "got the most X". And the "Combat Medic" award of Sedna is to heal 1,500,000 HP.

P.S. Also, thinking about it, does anyone know if aura's count towards co-op kill awards? If TB or Setna are next to a teammate who lands a killing blow, without doing damage the oponent, would you get assist credit? This would seem benificial. Thoughts?

A really good idea, but you should create a new thread for that, so more people are able to read that.

A Sedna/QoT/Oak player should not be punished if he decides to buff his team mate and let him get the kill. This could also be applied to the Torchbearer if he assists a team kill with Frost Nova.

A really true thing. Like it is now you are punished for teamplay and rewarded for killing.

April 27, 2009 3:33:58 PM from Demigod Forums Demigod Forums

I see your point.

This makes me wonder, if we could implement maybe a 'bandage' type mechanic where you could heal your oponent using an item, but have it heal on a significantly less scale then Sedna, would that make this any better? I keep getting a favor/distaste for the idea:

 

On one side, you now have a smaller scale heal that you can use on an ally, but it doesn't out weigh having a dedicated player as Sedna because of the amount of cost + cooldown per heal.

On the otherhand, the difference in the heals would mean the only way to get the award if someone is palying a heal-capable DG would be either:

A ) Dedicate yourself to bandaging, at which point you really should just switch DG's.

B ) The person playing the heal-capable DG aren't focused on healing.

 

Theres a lot of balancing issues that may just outweigh the gain here. I'm gonna have to smolder on this one a bit.

 

--Xetoris

 

[edited for idiotic wording]

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