Mooglepies

Mooglepies

Joined Member # 3194583
0 Posts 10 Replies 185 Reputation

While I am away from my gaming PC at the moment, I'm really liking the way Demigod is turning out. It's gone from a game I'm interested in to a game I'm excited about. That said, the situation with Assassins vs Generals gameplay needs to be sorted fairly sharpish.

31 Replies 16,838 Views

You're far too kind Sturmadler. I just have far too much free time because I'm at work and alone in the office; no one else is here to interrupt my pontificating. Sadly it's also mind numblingly dull here and the computer is woefully underpowered to be running XP as it is, so I have trouble posting from here. Shame. I'm also going away for a week (!) on Friday so I'm nto going to have much chance to play Demigod during that time. If the predicted timescales on the next patch are right

183 Replies 451,115 Views

UB excels in fast attacks and pursuing retreating demigods. It is a shame that his basic attack, his main strong point, becomes so obsolete later on; perhaps giving Inner Beast (his passive buff to movement and attack speed) some kind of armour penetration bonus per level might even that out a bit? He seems to have fairly low HP for a melee Demigod as well as a low defence capability, and to to my eyes he should hit hard and fast, and then get the hell out of dodge. In fitting wi

8 Replies 1,411 Views

I like this idea, although it does introduce a certain amount of "The best team consists of this demigod and that demigod", where you see a great deal of teams that are the same because the demigods they choose have the best synergy with each other. Not entirely sure if that's bad or godo to be honest with you.

34 Replies 18,092 Views

No thanks needed at all Goof, that's what this thread is here for. We are but a melting pot of ideas to feed the mighty machine that is GPG. I take the point about the potential for special units; I think there's real opportunity to get some individuality into each general, and ideally generals would have no "generic" minion types, because they'd have their own individual armies to bring to the fray. However, I'm also sadly aware that with nigh on 3 months left of develoment ther

183 Replies 451,115 Views

Same. I try and get the phrase in (or something longhand but similar in meaning) in before the citadel falls when I play. It's the sign of a good sport, and it shows you're not bitter about losing/arrogant about winning.

12 Replies 3,611 Views

I've said it elsewhere in the Generals thread, but I've never thought rook to be a pure Demigod fighter; his high defence capability, low speed and high HP make him ideal for taking down defences though. There's also much to be said for his ability to leech health from his own summoned structures, and his hammer strike deals heavy damage if you can connect with it (a big if, I know). With a little more balance (higher initial damage and some higher HP) he'd be a more vi

26 Replies 4,866 Views

Interesting points goof. I'll take my objections to your points first, and follow them with the ones I agree with, a few counterpoints: I'd prefer that a General's minions weren't just fodder for the enemy. My personal concept of minions is that they are special to the general; while they are still small compared with demigods, they're should still be far stronger than the ordinary creep so that you have a reason to keep them alive outside of "Oh, my guys are dead. What

183 Replies 451,115 Views

Warlok I think that may have been the point; the maps seem very arena-ish. I will agree thought that some variety with map terrain would be interesting, at least to try.

11 Replies 26,603 Views

My thoughts on Bat swarm particularly are that, should Generals stay as they currently are (assassins with minions), the transportation aspect should remain the same and the damage toned down. I will agree that Demigod primary abilities (not talking about passive abilities, I'm fine with them being slightly more %based) should not be "X% to do Y Damage". Your demigod abilities should be reliable in what they can do. Items on the other hand, and passive effects I am fi

23 Replies 10,336 Views

[quote who="Tyo" reply="6" id="1997200"] If anything, stuns are too long and too easy to chain. Agreed. Expect their effectiveness to be reduced in the next update. [/quote] Excellent. Thanks for the update.

10 Replies 10,159 Views

Sadly, both of the Generals are currently overpowered, by the look of things. [quote]To a point that Mooglepies made, I believe that if Demigod wants more depth they must stray closer to the rpg, not to chess. Chess will provide scientifically predictable outcomes, the rpg will provide longevity and *fun*.[/quote] This was my implied point. I'm not interested in Demigod as a hyper competitive RTS. For a start it's not an RTS. It breaks down some boundaries of genres for me (I

23 Replies 10,336 Views

Can someone give me a brief overview on terminology here? I'm going with the assumption that PK is a Player Kill and Spike is going for big damage fast in order to get kills quickly without the target having chance to escape. The issue mcmjon raises applies mostly, if not exclusively, to the smaller more open maps like Prison; Leviathan and Zikurat give players more options for demigod activity, and a weaker demigod might be able to avoid a higher levelled opponent

10 Replies 10,159 Views

[quote who="stratobot" reply="23" id="1996449"] All this about generals staying in the base is a bad idea. If they are never vulnerable, it takes a lot of risk away, and overpowers them, as they can just stand by the health/mana regenerating crystal and just keep summoning units as they die. I agree with sparica in that minions should come in greater numbers and in squad form. but as such, the individual units themselves should be weaker. Greater focus on the generals un

183 Replies 451,115 Views

[quote]And sometimes that single roll on the die is all that matters. If you're playing for a thousand dollars against someone equally good as you, how much room for error can you afford? Not much, that's for sure. You can't always plan on being unlucky. Don't tell me you've never had a close game like that where it all came down to one moment. Not becase you did a bad job or because you planned poorly, but because the other guy was an even match for you and you only had the one ace. Sometime

23 Replies 10,336 Views

[quote who="MetDragon" reply="1" id="1993854"] quoting post P4 2.5Ghz, 1gb ram, Radeon X1650. That processor is really old. You could also use more RAM. That card sounds like its plenty good, but I'm not too familiar with ATI cards. I'd say overclocking would probably help, although with a CPU that old I don't know how much overclocking it could take.[/quote] Not a great deal I'm afraid. Your graphics card should

22 Replies 109,427 Views

I like the idea of Prison, if only because it caters to those that DON'T want to play teams and want a 1v1 brawl. It could be argued that it isn't the point of the game, however when you've got very few people in a match and you don't want any AI interfering, I think open maps like Prison are useful. They also offer a little variety in that it's extremely claustrophobic given the small space. The small size and low flag count encourages early Demigod combat, which I like.

14 Replies 2,925 Views

Sturm: You are completely right, and I think that at some point the design lead is going to have butt in and give his opinion on how much it's feasible to add and/or take away.

183 Replies 451,115 Views

Viq, I believe the idea is that in place of the current item set, the Generals would have an entirely different set. For ease of use in the beta however and as a stopgap, I would happily accept the same items with different effects. Squads would move as they move in other RTS games; I wouldn't forsee a problem with it, but maybe the devs will chime in on that topic.

183 Replies 451,115 Views