My achievements and favor have gotten broken after pretty much every game update no matter which game type I play. This time it got stuck at -1375 (cost of the last favour item I bought, and the only one I have left) when I started playing a custom game. This time it's stuck at -1375 and achievements keep resetting every game. After a game is finished I check game.prefs and the negative points value has gone down, but the next game I play it goes back to -1375 at the st
DroopyTheDog
Yes, it's obvious that you don't understand the view point of those who would play in the random team ladders, but they exist and are quite common. So if there's demand for it, and you're still getting an arranged team pantheon. The question is, why do you so badly want to play against random teams with an arranged team?
[quote who="Polynomial" reply="24" id="2162418"]This sounds very carebearish. You cannot cater to everyone. Having separate systems decreases the matchup frequency.[/quote] Honestly I think you're panicking over nothing, as long as connectivity doesn't eleminate large chunks of the player base from each other in the future, there'll be enough of arranged teams out there to go around. Most arranged teams play at "peak" game times since it's hard to arrange any group of p
I dunno about that, they managed to fix the bulwark of ages bug alright, it used to reduce healing by 25% too. I imagine they would have similar root causes and they managed to differentiate between healing and damage in that case.
[quote who="Doggiedoodle" reply="4" id="2161110"]I think the rook needs clothes as well. Let's face it, he's totally nude. His big hammer is just hanging out there for everyone to see. Totally wrong and disgusting.[/quote] The inuendo you're looking for is humongous weapon , it's venerable literary tradition. Also, I'm strangely proud of demigod for being the first game I've heard of people requesting a patch to put more
[Edit] Ignore this bit, I missed tyo's post about it being 33% reduction including speed bonuses from items. As for the immunity, I'm on the fence untill I get a chance to really try and break the current mechanic, I can see where you're coming from but to me there just seems a real difference in between being stunlocked to death and facing an enemy demigod with spammy defence buffs. Just to play devil's advocate in the mean time though: &
Ok, yetis are confusing, got around into digging in the game files for answers, they have 0 base armour, but "heavy" type, which I'm not so sure how the armour types work yet. Anyway, Giants do 500 damage per hit in 5 unit radius, Catas do 188 damage in 2 unit radius (which is tiny, big enough to get 2-3 minos packed in a line). Mino kings have 600 base armour and 2010 base HP. Not much of a point, just like to have the solid numbers there.
Somewhere out there, Demi Moore just broke into a cold sweat and she doesn't know why... That's possibly the wierdest thing a celebrity's head has ever been superimposed onto.
Hehe props to the Erebus player if he did that deliberately to create minions, that was quick thinking by them. I don't really think it needs changing, you would have still got gold/exp from the reinfocements as if you'd killed them yourself and it's not really so different from him waiting for a reinforcement wave to walk into mines for waiting for his own grunts to die against towers, just more showy. Yeah, it's a little frustrating that you can
Ok new rule when making any balance topics containing the words nerf or OP; think long and hard about how to play them and how to beat them, try really hard to prove yourself wrong before you even post anything. Then, if you're still sure, include reasons why they're harder to counter than any other effective strategies. If you've thought extra hard, include some steps that might remedy it without making a worse problem. I doubt the balan
I do hope when modding tools come out they introduce a central mod database (like in GPGNet but less, ehm, unreliable) and some form of link to the mod download from the custom game lobby.
I seriously don't get why the really upset folks don't just change the game.prefs file and get over it, it takes a couple of goes to stick but it does work for multiplayer too (that it even works is more of an issue). The more expensive ones are not inherently better, I have the 2k finger of god unlocked for example and I never use the damn thing. I was more than happy with the very cheapest life pendant while I built up favour. (+400 life, +4 regen) Strangely I won 90%
Well because people have trouble with 65-75% being a good grade on a linear 0-100 scale reviewers don't use "50% is average" as a measure, the average score these days is closer to about 70%. So comparing it to a school grading system like that is actually kinda valid.
Yep, I think that's the correct base damage too. But level 4 yetis get about 15% damage reduction through armour. That's pretty low armour (~450) but it still counts a for a fair amount, that means the giants would do more like 1900 damage in 4 hits. That's against base yetis with no bonuses at all, with god plate alone they should have almost 25% reduction, so 1650 damage. Though I must now admit did forget the first couple of damage upgrades at
Just a post to ask where balance suggestions should be posted, officially. From what I can see they're pretty evenly split across both at the moment. Also just to say, I know connection problems as still priority number one for the devs, but that shouldn't be used as an excuse by some to stifle balance discussion in the mean time. Ideas need time to mature and gather feedback, no point in waiting untill they're ready to implement balance changes before we even start thi
I need some willing tester for confirmation, but I'm pretty sure knockback isn't instakill, rather it just applies extra damage on landing, not sure how big this damage is but I have a vague recolection of watching it in action on survivors. Also, are all idol minions included in the knocks back small units condition? I remember having when I played around with the "minions knocks back small units" general favour item against other general's minions and it didn't work s
Yeah, it kind of got forgotten, I asked about it towards the end of beta and no-one even remembered they wanted to do something with single player. I do remember that the game wasn't supposed to have any special SP offering at inception, rather it was a wish from Stardock's end that GPG do something with it. So I can't say I mind too much that the game didn't get any drastic changes part way, swapping lead dev's part way through and adding new ideas can lead to some bad
In custom games, most common error is "attempt to connect failed" dialogue, over half the games I try to join end in that. Refreshing the custom games list seems slower than reported by people with good connectivity. About 10-15 seconds long and the UI freezes whilst refreshing. In pantheon I tend to either wait for a long time and get Disconected from NAT negotiator; or I get a connection info box with all the players listed, some show attempting to connect and connect
[quote who="katalist" reply="18" id="2152901"] Stardock said it is 5% of people who are having issues in NA and slightly higher for UK and Asia. Thats hardly EVERYONE having issues as ive been seeing in this forum.[/quote] And the rest of europe? It may be anecdotal but whenever I join an EU game alot more than 5% say they're having constant trouble connecting.
[quote who="ILiekCaek" reply="7" id="2152813"]This week stardock will implement Proxy Servers on their hardware through which noobs who cant port forward will connect. It is an official statement from SD, now please take your QQ with you and wait a couple of days. [/quote] From that same post that talks about proxies... [quote] One request I do have for the community: While we know statistically that multiplayer is working in most cases, there are a lot of people who can
Yeah, it'd be a big plus if arranged teams were in. If it were added I too would like the matchmaking to be heavily weighted against matching arranged teams vs randoms.
Yeah, I've very rarely seen a game reach 20 myself, even less frequently do I see more than 1 person at level 20. But just because it's rare it doesn't make it a completely mute point. The closest games are won by inches so saying you can't crush the opposition instantly at level 20 is just saying that it wasn't a massively one sided game. If someone FAILs ™, how does a level cap allow the bett
[quote who="Cerulean_Shaman" reply="17" id="2145374"]20 is a perfect cap. Stalling to gain levels is a stratedgy used very often in DoTa because the point is to always have a chance to come back. If your team wasn't good enough to take advantage of you being 20 so early, then the other time will rebound. That is, without being rude, your loss and lack of team work.[/quote] There's always been a chance to come back without any need for an artificial level cap. Just beat
[quote who="Trigeminal" reply="1" id="2144931"]The beta originally had 25 levels. The game plays better with 20, because then you actually have to make choices.[/quote] Oppinion was fairly divided about that idea even in the beta. Having a lower level cap doesn't give any more choices, technically you have 5 less choices of where to put skill points. Yes, eventually you'd end up with all the skills possible if you leveled forever, but choosing "if" you get a skill
It's a bug unsolved from beta, pretty sure they're still aware of it. Never heard any sign of what they think it is though I do know they still store achievement data locally though someone found how to mess with them early in the beta. No one seems to like mentioning these things openly, probably the backlash against critisism.