Brad Wardell's site for talking about the customization of Windows.

Hi guys, just a note where we're at.  It doesn't look like we're going to have the beta ready in time for Thanksgiving.  It's pretty close but even if we made it by Wednesday, with so many people off for Thanksgiving, it's just not one of those things we would feel good about putting up and leaving.  We hopefully will have it the following week.

Now, that said, let's talk about some of the stuff the team at Gas Powered Games is working on as well as things we're contemplating.

First, there's a lot of new purchasable items in the game.  That said, one type of item we're contemplating are a series of rings that players can purchase that are particularly effective against specific Demigods.

For instance, let's say there's a Demigod who does a lot of stun-based spells. There would be rings that players can purchase that can greatly diminish that effect. Similarly, there are rings that do specific damage against particular Demigods.  This way, players who are somewhat skilled can equip their Demigods up to go against their specific opponents.

We're still mulling this over but we'd love to hear your thoughts on this.

Another concept we're contemplating on implementing are active flags. That is, if you capture a flag, that flag may give you a power you can make use of that would mostly take the form of building a special type of tower that would further magnify the effect of that flag.  Other flags with different powers may make their way in based on time/budget but the idea here is that capturing flags wouldn't just give you a passive bonus to your team but also an active power you can make use of on the map tactically.


Comments (Page 3)
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on Nov 26, 2008

I've thought about it again, if you really want to make it skillful there shouldn't be 8 items which gives a buff versus a specific demigod but  Items which gives a temporal buff vs exactly 1 of your enemies when some conditions are met. For Example the next guy who casts a spell on you becomes your "Archenemy" and everytime he casts a spell on you he gets 500 Damage. Then there could be an "Revenge" Item which lets you deal more damage vs the guy who last killed you after you bought that item. 

After 3 Minutes (just an example) the effect would wear off and the next guy who triggers it becomes the new archenemy. (having it as consumable would work as well of course)

That would be items which really need skill to take advantage or to defend vs them (that is swapping lanes and avoiding him or not casting skills on him etc.). A visual clue for that would be good I think, like a debuff icon that you got marked or an audio message or whatever.

Having 2-3 Items like that (maybe with better conditions) would add a lot more skill than an "Anti-Oak-Ring"

on Nov 26, 2008

I rekon that TheBigOne hit it right on the head. Although its Terran not Terra.

I doubt you even have to specifically balance for this it just happens because more options is better than having the same options twice.

The only thing i disagree with in his post is the tem that allows you to sell with less penalty or repick skills. In my opinion if you have to repick skills and rebuy items then thats because you built your demigod badly.

Yes, make all artifacts both unique and directly counterable, please.

At this point I'm hoping the artifact shop is a placeholder. It breaks immersion and also really dumbs down play to have a one-stop-shop for all your insanely powerful item needs.

Give me bunch of shops in neutral territory that offer only a few items each, require completion of miniquests or control of multiple flags to access, or simply make them dangerous to get to. Make unique neutral bosses that drop unique artifacts or guard the entrance to artifact shops. Drop a big rejuvenation pot when we kill our third DG in a row, give us the Unmaker when we kill our tenth.

Gold is good, but allow us the option of obtaining artifacts in other ways, and make it an actual challenge. Right now the connection isn't there.

In other news - I like active flags. Defensive structures, creep routes, mana trees, all very nice.

Specific Offensive Anti-DG rings are getting a lot of heat, but as previously mentioned, the idea could be implemented and if we still hate it *after we've played it* then they can take it right out again.

Yes, Yes and more Yes.

 

Frogboy,

It's possible to make items conuter certain demigods and widen the gap in skill levels without just upping stats vs specific Deimgods.

Items that reduce stun time or reduce the lengths of slow would counter frost TB while resistance to spells would counter fire TB.

Items that act similarly to Eye of Skadi would be very strong against many Generals or caster built TB and Regulus.

These kinds of items add strategic depth without reducing the counters into a rock-paper-scisors system.'

on Nov 26, 2008

Please forgive me, but I HATE this idea. This would go a great length to eliminating the overall approach of the game, in that any one Demigod is not really ideal versus another. Again, I don`t want to see Demigod transform into a paper/scissors/rock "did I purchase the right counter" rts, which right now it most certainly is not.

I don`t like the idea, nothing personal, to restate.

 

this.

on Nov 26, 2008

Ok guys are you all complete idiots?? The rings against Demigods are a must for this game. Every great RTS has a counter so this is a great idea to balance the playing field. And the reason most of RPG cry babies don’t like is you don’t want to use your mind like an RTS player you want one over powered attack like ice stun so man up girls. On the note of the towers transforming to structures I think this is the best idea to date we need more flags for map control and the player that controls the most should win. I would like to a portal, arrow tower, unique creep, special power (meter some kind of game ender flag that pops in like 10 min in) flags as most games should not last longer than 20min. I know the hate replies will start to this post but you babies need to understand that to balance this game there must be a counter to each Demigod so deal with it. Frog boy great post and I glad to see you head is the game.

on Nov 26, 2008

I like your Ring Of The Crucifix example. I can definitely warm up to the overall concept *IF* these items are unique and part of a completely random pool on a per play basis. If they are not, then I would definitely prefer items that bestow buffs or penalties on a general 'class' basis - by category of ability than by specific name. In that latter instance, Ring Of The Crucifix might offer protection versus the Dead and Spirits wielded by The Oak and The Vampire Lord, but not limited to them. As Annatar11 stated, setting up the logic for the sense of an item is preferable to making something function on a more specialized "because" basis.

Preferable

Protection Versus Stun
(decreased duration/chance of stun, paralysis, and freeze abilities; or % chance to ignore effect)
Protection Versus Decay
(decreased damage from disease and death abilities)
Protection Versus Fire
(decreased damage from fire abilities)

Such items have the real potential to be more applicable versus or in the hands of certain Demigods over others, yet can be so without being rigidly/blatantly forged to be so. Items that curtail Thorn effects and Life Drain effects have similar potential in light of enemy item purchases that grant such as well.

I would add that any specific target item should apply its effects only to the wielder - this preserves the newfound battlefield role of the user versus its target. Exerting auras means bestowing beneficial countering effects to all around, which would defeat the purpose of the item being unique & singular and therefore limited. You would not want a single item user to apply its effects to every ally around him - that would be too useful, unless the effects were more subtle/minor in nature.

Generally I speak of protections rather than enhancements simply because such things strike me as safer to ponder and weigh than substantial boosts to damage and the like... maybe a bit easier to judge right now. After all, toss in too many percentages and multipliers and you may wind up delivering 10s of thousands of points of damage per hit (!).

You *could* administer effects to categories of Demigod by specific Demigod as you alluded to above in your code possibilities Frogboy, which would serve the same end as applying more general effects to those who fall under the classification of those entities who are indeed affected by the item. You might say what is the difference... the entire point of a game is the illusion of accomplishment. Key to the illusion is perception. If my perception is that 'X' item is simply a gimmick lever by which 'Z' character can be defeated, the illusion of accomplishment suffers - I will simply have fulfilled a prescribed task, much like a linear puzzle. Demigod is dynamic and action-packed, not a puzzle to be solved with the correct purchase. I want to play this game, and item equipping is just a part of that equation.

So I guess I sum up by supporting more specialized items *if* they are unique and randomly assorted along with every other item, but prefer simply category-based items that can serve much the same purpose without being exclusive.

.

A Vampire Lord - I suspect - who stocks up on additional Life Drain items would be withering, unless an enemy confronts him with Grail Armour that cuts in half any enemy Life Drain ability %. The effect of having specific uses against specific Demigods & entities is there without having to be specific about the target... it just follows logically.

I`d certainly be willing to try what you come up with - the point of a Beta (!). You folks have had good judgement so far (!)... .  Thanks for listening; btw, this and Sins Of A Solar Empire have been the best betas I`ve ever been in.

on Nov 26, 2008

TheBigOne
I've thought about it again, if you really want to make it skillful there shouldn't be 8 items which gives a buff versus a specific demigod but  Items which gives a temporal buff vs exactly 1 of your enemies when some conditions are met. For Example the next guy who casts a spell on you becomes your "Archenemy" and everytime he casts a spell on you he gets 500 Damage. Then there could be an "Revenge" Item which lets you deal more damage vs the guy who last killed you after you bought that item. 

I really like the Revenge item concept. Makes you pay attention to the scum who last killed you, adds incentive to abandon team strategy (!...) for the sake of a head-hunt.

on Nov 26, 2008

lprometheus
Ok guys are you all complete idiots?? The rings against Demigods are a must for this game. Every great RTS has a counter so this is a great idea to balance the playing field. And the reason most of RPG cry babies don’t like is you don’t want to use your mind like an RTS player you want one over powered attack like ice stun so man up girls. On the note of the towers transforming to structures I think this is the best idea to date we need more flags for map control and the player that controls the most should win. I would like to a portal, arrow tower, unique creep, special power (meter some kind of game ender flag that pops in like 10 min in) flags as most games should not last longer than 20min. I know the hate replies will start to this post but you babies need to understand that to balance this game there must be a counter to each Demigod so deal with it. Frog boy great post and I glad to see you head is the game.

Hello Idiot Baby,

The counter to each Demigod is a combination of elements that amounts to good playing. Some of us are acquainted somewhat with good playing.

I`ve been playing all sorts of rts games for decades, and from the sounds of it well before you were born. I apologize for you exceeding my patience but in case you missed it, Demigod is not a standard rts. If you want a standard rts, go play BuckCraft or the hordes of innumerable 'clone others' that already exist out there. In the meantime please devote yourself to corrupting the potential integrity of some other game. Please and thank you.

on Nov 26, 2008

lprometheus
Ok guys are you all complete idiots?? The rings against Demigods are a must for this game. Every great RTS has a counter so this is a great idea to balance the playing field. And the reason most of RPG cry babies don’t like is you don’t want to use your mind like an RTS player you want one over powered attack like ice stun so man up girls. On the note of the towers transforming to structures I think this is the best idea to date we need more flags for map control and the player that controls the most should win. I would like to a portal, arrow tower, unique creep, special power (meter some kind of game ender flag that pops in like 10 min in) flags as most games should not last longer than 20min. I know the hate replies will start to this post but you babies need to understand that to balance this game there must be a counter to each Demigod so deal with it. Frog boy great post and I glad to see you head is the game.

 

I've always felt that rock/paper/scissors is a gimmicky counter system that people fall back on when they can't really think of anything else.  Hard counters (eg. x is good against y because it simply deals more damage to y) is not a good system that takes both skill and strategy into account.  In fact, there's extremely little strategy in hard counters - but there IS an element of mind games (reading what your opponent will do). 

Soft counters, on the other hand, I feel are more desirable.  A soft counter would be a counter where x beats y not because it's simply given the ability to deal a lot more damage to it, but because of the way it's built. Futhermore, soft counters still allow y to beat x if y is very skilled.  This system requires a considerably greater effort in design, but gives the game much more depth.  A simple example of a soft counter would be a unit that deals very high damage but requires a precise shot vs a very fast unit.  The first unit will have a hard time hitting the fast unit, but if he can hit him, he wins.  Thus, in that situation, the fast unit is a soft counter against the high damaging precision one.  Neither automatically trumps the other - it all depends how it's played out.

 

So far, I somewhat feel that way about flags as well.  IMO, strategic locations should be strategic because of something intrinsic - eg. high ground = more range/sight.  Flags are basically an artificial strategic element that feel forced in there.  Again, that's just my opinion... and despite that disclaimer, I know someone out there will somehow take offense to it anyways, calling me a blizzard fanboy or something equally ridiculous.

on Nov 26, 2008

Let's definitely bear in mind that these arenas ARE artificial. That is, the gods have placed these arenas specifically so that the Demigods can vie for the favor of the gods to ascend.

It's not like Supreme Commander or even Warcraft where there's this chunk of territory you're trying to conquer. 

on Nov 26, 2008

Frogboy
Let's definitely bear in mind that these arenas ARE artificial. That is, the gods have placed these arenas specifically so that the Demigods can vie for the favor of the gods to ascend.

It's not like Supreme Commander or even Warcraft where there's this chunk of territory you're trying to conquer. 

 

That's absolutely true - which is why I was only somewhat disagreed with them.  I agree with them because they fit in perfectly with the mythos of the game and the environment you're trying to create. 

I disagree with them because to me, they feel like "strategy that's shoehorned in", if you know what I mean.

on Nov 26, 2008

Let's definitely bear in mind that these arenas ARE artificial. That is, the gods have placed these arenas specifically so that the Demigods can vie for the favor of the gods to ascend.

It's not like Supreme Commander or even Warcraft where there's this chunk of territory you're trying to conquer.

The flags play right into the God's arena the all father placed items in the arena and only a ascend DG will have the skills to find it and use it. And WarlokLord I been playing RPG's and RTS before there was CG games with paper and dice so no you are not older and wiser. And believe me no one wants this game to be SC and sure not warcraft they has ruined the RPG game world with the pay 2 play.
Looking back could there be hidden items in the arena that would be game enders if found.

on Nov 26, 2008

lprometheus

Let's definitely bear in mind that these arenas ARE artificial. That is, the gods have placed these arenas specifically so that the Demigods can vie for the favor of the gods to ascend.

It's not like Supreme Commander or even Warcraft where there's this chunk of territory you're trying to conquer.


The flags play right into the God's arena the all father placed items in the arena and only a ascend DG will have the skills to find it and use it. And WarlokLord I been playing RPG's and RTS before there was CG game with paper and dice so no you are not older and wiser. And believe me no one wants this game to be SC and sure not warcraft has ruined the game world with the pay 2 play.
Looking back could there be hidden items in the arena that would be game enders if found.

Well you sure don`t conduct yourself as if you do/have. And try speaking with fewer acronyms in properly constructed sentences please - this laziness is making my English head spin as I attempt to keep up with the cryptography. Obviously we have a strong disagreement between us. Anyway (before this thread diverges)...

on Nov 26, 2008

JinxOfSin

That's absolutely true - which is why I was only somewhat disagreed with them.  I agree with them because they fit in perfectly with the mythos of the game and the environment you're trying to create. 

I disagree with them because to me, they feel like "strategy that's shoehorned in", if you know what I mean.

 

I agree with Jinx. I would rather see the game be delayed (I can't believe I said that) and have these things really worked out then have them thrown in at the last minute and have them not work out the way they were imagined.

But if stardock does make sure its well implimented, then I'm all for it. (Although I'm still worried about groups ganging up on specific people)

just came up with an idea... maybe the specific demigod items are unique per team? Only one good and one evil DG can have a "rook" ring or "UB" ring etc.?

on Nov 27, 2008

seriously lprometheus there is no reason to be so rude...

Good RTS don't have counters like "unit a beats unit b" (for the same cost). Take a look on starcraft, Dragoons are weak vs zerglings and hydralisks but if you play mass goons in early game they suddenly become good vs them as their range advantage and the higher hp let you kill their army without losing firepower as quick as he does. Reavers kill hydralisks with 1 scarab but if they are caught from hydralisks in open field they totally suck. The key of good "hard counters" in RTS is that they are situational and can be countered itself. A ring which gives you +Damage vs a Demigod is not situational and has no counter. All you can do is changing the line (which doesn't work in 1vs1) or buying the Anti-Demigod item yourself (if both have it, its like nobody has it so we don't need it all in the end). I mean is there really so much strategy in a counter which can be countered by buying the item for yourself t_t

The Key difference to RTS is that you aren't stuck with your units in RTS (your enemy starts building carrier vs your Tank/Vulture army, scout it early enough and build wraiths+medics or goliaths), while in Demigod you can't just exchange your Demigod for another one or build a new one at least.

What you can adapt to is items which grant a bonus in some situations, as you can try to avoid them or get the hell out of there once it has been triggered (running away from him all time when the effect is always active as in the suggestion from frogboy is no option).

 

 

on Nov 27, 2008

What about an item that gave nearby creeps a bonus against a particular Demigod?

When you talk about what is reasonable to program, it's difficult to make suggestions because we don't know what categories are available to target or modify.

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