Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on September 30, 2008 By Draginol In Demigod Journals

This week we intend to release the first update to the Demigod engine test beta (beta 1-A).  Under the hood there have been tons of changes made and we're beginning to make room for some of the more significant changes you'll be seeing in Beta 2 (beginning of November).

Here are some of the highlights:

image

My friend Soren Johnson has a great article entitled "the seven deadly sins of strategy games".  The bottom line is to paraphrase Sid Meijer, good strategy games give players "interesting" choices.

The flags in Demigod are going to be core element to this because controlling these flags are how the different sides will gain tremendous advantages. 

A good player (or team) would be able to quickly eliminate a new player or team simply by taking these flags and holding them long enough to overwhelm the enemy.  This prevents the problem in many multiplayer games where even when you're playing against unskilled players, you're still committing a lot of time to the game. Yet, at the same time, the game mechanic is straight forward enough that it's intuitive to players why they're winning or losing.

The team is brain storming all kinds of different types of flags. For beta 1-A, we just did gold as a proof of concept.

 

image

This next change is going to be more controversial without some explanation.   When someone posts about this saying how they hate this change, point them to this post.  The idea is that we're starting to make room in the UI and in the balancing for lots of additional skills as well as skill buffing  (where you enhance one of the existing skills with a modifier).  So don't take this screen as implying that we're going to have some dull linear progression.

 

image

The second map is in.  The mine map is somewhat smaller but has some interesting strategic conundrums.

So when will the beta be out? We are targeting this Thursday (basically we release betas on Thursdays typically).


Comments (Page 3)
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on Sep 30, 2008

now is the one comming up concidered still beta 1 when it comes to preordering? like if i were to preorder now i could get in or still have to wait till nov?

on Sep 30, 2008

thank you for creating this game, it is win

on Oct 01, 2008

This is still considered beta 1, as it is beta 1A.  They will have beta 2 in end of oct/nov, then new preorders will be able to join.

on Oct 01, 2008

OMFGBBQSAWS I just spat all over my keyboard when I saw this!!!!!!!!!!!1111

 

That new map looks... well... EPIC!!  I dare ANYONE to complain about 'linear' symmetrical maps in this game if that new map is a sign of what is to come!!!!

 

IS IT THURSDAY YET?!????

on Oct 01, 2008

Nerfs and buffs are not relevant at this point in time.  They're going for stability right now, balance is for later.

ummm curseman they just said that this next patch is going for improved balance so its pretty clear that nerfs and buffs is relevant at ths point in time.

on Oct 01, 2008

Please please please have some sort of mouse scrolling!

on Oct 01, 2008

Wait a minute.....Draginol has his own site!

Let's look through all his crap!

on Oct 01, 2008

ummm curseman they just said that this next patch is going for improved balance so its pretty clear that nerfs and buffs is relevant at ths point in time.

The balance changes happening at this point will still be at only a very basic, conceptual level.  It's clearly named as part of the "Demigod engine test beta."  I wouldn't expect any real balance work to be done at this point, or at beta 2 either, really.  It's only relevant and productive once all of the game mechanics are fully in place.

on Oct 01, 2008

Wow Thank you for the flags I ask for this early on.

 

Here are some ideas for flags.

 

  1. Gold (have) +
  2. War effort (have) +
  3. Health + faster regeneration
  4. Hit points +  Demigod has more hit points
  5. Manna + faster regeneration
  6. Damage +
  7. Experience + Fast skill points (The Mac Daddy Flag)
  8. More military production from portal  

And when the flags are placed on the map they can stay at the same location,

However can we make what they are random each game and map???

 

I can wait LOL

 

on Oct 01, 2008

The balance changes happening at this point will still be at only a very basic, conceptual level.  It's clearly named as part of the "Demigod engine test beta."  I wouldn't expect any real balance work to be done at this point, or at beta 2 either, really.  It's only relevant and productive once all of the game mechanics are fully in place.

 

Yea this is Beta 1-A though, its passing through its Engine Test phase.  You dont expect any real balance work to be done at this point? Well guess what, it has already been done. The rooks boulders has been reduced in speed, and now does not stun but slows the enemies down. Thats one example, so incase your wondering, they ARE balancing the game in the next patch and they trying out different flag positions etc. and so if flag locking isnt nerfed then how can we say whether the new maps/flags/gold mine positions are good?

Changing price of flag locking to 1k-2k or reducing its time to 1 minute - 2 minutes isnt really hardcore balancing

 

And improtith I think if they were to apply all those buffs for when you capture the flag the game would be over as soon as someone captures a flag.

on Oct 01, 2008

lprometheus
Wow Thank you for the flags I ask for this early on.

 

Here are some ideas for flags.

 


Gold (have) +
War effort (have) +
Health + faster regeneration
Hit points +  Demigod has more hit points
Manna + faster regeneration
Damage +
Experience + Fast skill points (The Mac Daddy Flag)
More military production from portal  
And when the flags are placed on the map they can stay at the same location,

However can we make what they are random each game and map???

 

I can wait LOL

 

Yes more flags!!! And increase locking time on all flags and reduce cost by half

on Oct 01, 2008

skill buffing sounds like innovics post about item progression only with skills 

 

i'd like to see that actualy, and I was thinking that before..

 

What I don't want to see is requiring, say, Rock Roll and upgrades to it in order to get Hammer Bash.  The trees should just be to upgrade the actual skills and buffs.

I hate skill prereqs

 

Curseman
Nerfs and buffs are not relevant at this point in time.  They're going for stability right now, balance is for later.

I agree!  Except: flag locking isn't a balance issue but rather it is a broken game mechanic with how it is now seeing as how you can permanantly lock flags for the entire game with no counter to it.  It doesn't need to be "nerfed" it needs to be fixed.

Changing price of flag locking to 1k-2k or reducing its time to 1 minute - 2 minutes isnt really hardcore balancing


Erm that won't fix the problem..  That will make people just tend to never use them.  How they work simply needs fixing.  They're broken just like how you can stun someone who is already stunned.

Same thing if they made the tele-to-building scrolls cost too much.  They just wouldn't be used, and might as well not be in the game.  People complain about those but i think they're fine.  It's the artifact tele item that's too good.

on Oct 01, 2008

How will that not fix the problem? And people would still use them, it just means they wouldnt be able to be permantley locked and you would have to sacrifice a reasonable amount of gold to fix it. Hence how I said increase price OR reduce time..not both. If flags were 1k for 5 minutes people would still use them, and if they were 500g for 1-2 minutes people would still use them. You should have to sacrifice something to use the flags so there is actually an element of choice in this game. Do I use it or do I save up for items? etc. It adds depth.

And flag locking is a brilliant idea imo. It is a balance issue, not a broken game mechanic. Its just too OP atm. Stun locking is too OP too, not a broken game mechanic. If they were both implied properly there would be no problem..

on Oct 01, 2008

Flag locking isn't broken it is called strategy just because some people don't fight for strategy and lose the flag early they whine I won't mention all their names but geez please play the game and fight for a strategic part of the game and quit whining about it so you can keep playing the way you play this beta isn't abouit balance so quit whining about it and fight for the damn flag bunch of creep farming babies

on Oct 01, 2008

For all you flag lock haters this is not broken. If I spend the cash up front to lock the flag then I gave up on items like boots, health and scrolls so I can control that flag for 5min how is this broke you took another path and could have stop me but you did not you were off leveling up so this is strategy. However I would like to see an unlock flag or key but not at the same cost if I send 500 as forethought you should have to spend 750 as an after thought.

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