Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on February 1, 2009 By Draginol In Demigod Journals

Beta 2D is the last of the Beta 2 builds which were designed to test connectivity.  Over the weekend we spent a lot of time working on the connectivity server – the “magical” feature that Demigod makes use of to make connectivity a lot better and easier than what has been seen in typical RTS.

The release of Beta 2D showed a killer bug in the Impulse Reactor back end that caused it to just fail in setting up connections after a couple hours.  That got fixed (we hope) on Sunday night. We’ll know more soon.

That leads us to dealing with the remaining biggest challenge with regards to connectivity: The peer connectivity.  Right now, it only takes ONE person who can’t be connected to in a given game to cause the infinite “connecting” dialog to come up.

We have to do two things still:

1) We need to improve this substantially.  Beta 2D increases the likelyhood of success to around 80% (needs to be 99% by ship date).  Ironically, my work machine is one of the machines that can’t easily be connected to when it’s hosting.

2) We need a better way to eject players who can’t connect so they don’t hold up everyone else.

But at this point, we’re at a stage where we can start debugging that and move to Beta 3 which has the tournament code and we can really get into the balance part of the game.

We’ve learned a lot from this beta.  One of the things we’ve learned is that we really need to do a better job conditioning beta testers that the Demigod betas are just that – BETAS. They aren’t marketing experiments.  We’ve had lots of posts complaining that the game is (wait for it) “buggy”.  Or comparing the game’s balance or features to some shipping game.

Having shipped the “Strategy Game of the Year” for the past 2 consecutive years (GalCiv II and Sins of a Solar Empire) I would hope that we would get cut some slack that we know something of what we’re doing but then again, it is the Internet.

Here’s an interesting factoid that Sins of a Solar Empire players can tell you:

The economic model in Sins of a Solar Empire didn’t get its final version until GAMMA (that’s after the betas).  Before Gamma 3, asteroids and such ran out of resources (metal and crystal) eventually.  Imagine how different Sins of a Solar Empire would be. There also wasn’t an “unfair” difficulty level in Sins until the gammas.

With Beta 3, we get to start finally getting into the actual balance and game play a lot more.  Obviously, the game isn’t going to radically change in terms of scope. It’s not going to become a first person shooter.

So here are a few things that we’re looking at as a sample:

image

MY  personal opinions:

  • Currencies should increase gold income by a % not a raw amount.
    • Currency I: Increases gold income by 20%
      • Cost increased to $2000
    • Currency II: Increases gold income by 40%
      • Cost increases to $4000
    • Currency III: Increases gold income by 60%
      • Cost increased to $6000
  • Experience I
    • Experience I: increases XP generation by 10%
    • Experience II: increase XP generation by 20%
    • Add: Experience III at level 5: Increases XP generation by 30%
      • Cost $2400
    • Experience IV at level 6: Increases XP generation by 40%
  • Graveyard
    • Graveyard I moved to war rank 1. Lowers Death Penalty by 10%. Cost 600
    • Graveyard II moved to war rank 3. Lowers death penalty by 20%. Cost 1800
    • Graveyard III. Lowers death penalty by 40%.
  • Priests moved to war rank 3.
  • Angels should be moved to war rank 10, made a lot tougher, should only be 1 of them.
  • Catapultasuri should be moved to war rank 5. Should only be 2 of them but tougher (more HP).
  • Giants should be moved to war rank 7.
  • Requested new item: Totem of Cancelation: (replaces totem of revelation if necessary)
    • Cost: 200
    • Wipes out any mines or similar things in an area when placed.
  • Requested new item: Scroll of Health
    • Cost: 1000
    • Casting time: INSTANT
    • Restores 1000 health
  • Restorative scroll should eliminate Regulus tracking device
  • Requested new item: Gauntlets of Demolition
  • Requested new item: Scroll of Demolition
    • Does 2000 damage to a structure
    • Cost $2000
  • Requested new item: Scroll of Invincibility
    • Unit is invincible for 3 seconds
    • Instant cast time
    • Cost: 200
  • Eliminate:
    • Combat health potion
    • Combat mana potion
    • Rejuvenation Elixir (the cheap one)
  • Armor: Need to be careful about how much armor we give players so that they don’t become invincible.

Demigods

Assassins

  • The rook moves far too fast by default. He’s a walking castle! Super tough but super slow.

Generals

  • Fewer minions that are a lot tougher.
  • 1st level minions can only have 2 of with you.
  • 2nd level minions can only have 4 of them with you.
  • 3rd level minions can have 4 of them with you.
  • Generals should do less damage in battle. (the Oak, for instance, starts out doing like 150 damage per second).

Misc.

  • Edge scroll should be on by default
  • Multplayer is set to a threshold of 200ms. Can we increase this to 350ms?
  • Is the game clock a real clock or one based on performance?
  • Still need a fancier progress bar displayed when taking a flag
  • Amount spent in upgrades should be displayed in the final game score
  • # of upgrades paid for should be displayed in the in-game score screen
  • Damage done by the general’s minions is not displayed
  • The voice acting on Regulus could use some work. The original Regulus voice was much better.
  • War score and war rank need to be synched up so that war rank is simply war score / 1000.

image

Those are just my personal thoughts.  The next step is that we talk it over and decide what makes the most sense to do.


Comments (Page 2)
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on Feb 02, 2009

@Frogboy is there a possibilty that the skill trees get some major love or are they pretty much done? (balancing still to come of course)

Right now each demigod has about 2 (some  maybe even 3) ways to skill them and i do not think that this is enough. Some proposed more active skills than 4, I myself made a post about customisation of skills and i think there is an other post basicly saying the same (like you could have different kinds of hammer slam to choose from for example) also more synergies like QoT would be nice.

It is all about the possiblity of many different builds.

Links:

http://forums.demigodthegame.com/324594

http://forums.demigodthegame.com/329370

on Feb 02, 2009

Draginol
As for lag, we don't create lag. Ping times depend on individual player networks. I think, however, that we should increase the tolerance to 350ms (at the expense of it being slightly less responsive).

 

I'm pretty sure he meant visual lag, as in low frames-per-second, not network lag.

on Feb 02, 2009

Draginol
LOL.

I don't think I agree with any of OrleanKnight's suggestions. 

As for lag, we don't create lag. Ping times depend on individual player networks. I think, however, that we should increase the tolerance to 350ms (at the expense of it being slightly less responsive).

 

Who said it was Multiplayer Lag? This is System lag! 3fps when I play along against the AI on lowest settings is unacceptable, considering I was getting such great performance in previous builds on HIGH settings.

on Feb 02, 2009

I think the main thing to see is a higher number of grunt NPC's that spawn from the portals...i enjoy seeing the mass carnage in battle

on Feb 02, 2009

Alexandus
I think the main thing to see is a higher number of grunt NPC's that spawn from the portals...i enjoy seeing the mass carnage in battle

I do enjoy more carnage.  I think giving a smaller number of stronger creep creatures is an option, but let's not forget this should feel like an epic battle.  To me this means, I should see a lot of creep creatures on screen.

 

The voice acting on Regulus could use some work. The original Regulus voice was much better.

 

Yes regulus needs a voice change.  The current voice sounds like a B movie actor, and a bad/cheesy one at that.

 

on Feb 02, 2009

Trigeminal

I do enjoy more carnage.  I think giving a smaller number of stronger creep creatures is an option, but let's not forget this should feel like an epic battle.  To me this means, I should see a lot of creep creatures on screen.

I agree. I'd like to see many creeps. It gives the game a much more epic feel! That's what we're going for right?

on Feb 02, 2009

I posted my suggestion on how we can list the number of minions in a general's control.  You can see it here.  I was going for a minimalist approach that avoided cluttering up the  screen by makign the UI any larger.

on Feb 02, 2009

I try to suggest few units on the field. Don't get yourselves carried away guys. Lower end computers still need to play this game. More units, more carnage, more crap on the screen is not going to work if this game has to work for most everyone's CPUs and budgets.

on Feb 02, 2009

the resent frame rate drop with the new beta has nothing to do with the number of minions, at least not in my case i always played with a fast spwan rate and had never such a huge drop.

on Feb 02, 2009

for the most part I agree but a few things are rather bad Ideas I think.

first of all :

Netlag 350ms is on the one side to high and won't solve the underlying problem on the other hand.

Its too high because there are skills which have a cast time of 500ms, now if you have a netlag of 200ms that gives you 300ms to react meaning you can use items with instant cast, if we have a netlag of 350ms leaving you with 150ms to react its nearly impossible for most players to do this - and if you think that people shouldn't be able to counter a skill with 500ms cast time, replace it with a skill with 1 second cast time where the reaction time is decreased from 800ms to 650ms. Players with good reactions wouldn't suffer nearly as much as players without good reactions.

Besides of that 350ms is also a timespan where you already have a noticable delay from order --> execution which is rather annoying and will degrade the gaming experience. Demigod is not Supcom where it you control hundreds of units and have base building where it doesn't matter if the orders are executed a few hundred ms later and most people don't even really notice the delay, when you have a single Demigod and give them orders 350ms are very much noticable while 200ms or 250ms aren't.

Have you actually played a Demigod game with 350ms delay already? (for all who want to try : open the console with ~ (eng. layout) or strg+ö (german layout) and type net_lag 350. If you are playing a multiplayer game all have to do it to take effect.

It won't solve the problem because even 350ms is too low for europe - australia (usually 400 to 450) and sometimes for europe - south america (ranges from 300 to 450) as well. If we now assume that only 5% of the player population is from either australia or south america and 50% are from europe how big is the chance to have one of them in a automatch 5vs5? 1-(0.95^10)*1-(0.5^10) = about 40%. Exponentiation is a bitch. That is for random teams of course; arranged teams don't nearly suffer as much from this problem, at least when europeans don't team up with australians.

From that perspective you'd either need gateways, remove the random team option, ban australians from playing it or need to come up with a better idea than increasing net_lag to 350ms. 350 ms also isn't that good because the range 250ms to 350ms is nearly unoccupied - its either below 250 or higher than 350 mostly, at least for europe, I have no clue how its for north America. Its a very unpleasant topic but ignoring that issue won't help and it needs a good solution.

Dynamically setting the net_lag would be certainly an option, while I wouldn't want to play every game with 350ms net_lag I'd prefer it over stuttering and slowdowns when there is actually someone in the game with a high ping. Either automatically or just via an ingame option as it is done in starcraft: anyone can change it and it takes effect for all when only one changes it. I don't buy this "people will abuse it and grief with that feature", it works for starcraft why shouldn't it work for other games. Even abusers and griefers don't enjoy stuttering. A game lobby option would be useless for automated matches as there is no lobby (at least I guess there is no one). Have a low (200ms), medium (300ms) and high (400 or 450ms) delay setting in the connection menu (F11).

No matter what you decide definitely keep the manual override via console in.

You maybe should also consider setting the net_lag for singleplayer to 20ms. You might say that it is a bad idea because people will cry that multiplayer is less responsive than singleplayer but Blizzard uses a lower netlag for singleplayer than for LAN and a lower netlag for LAN than for Battle.net and when it comes to things like this I think you should just copy their approach instead of thinking that you know it better.

 

compared to that issue all other points are pretty minor:

 

Requested new item: Scroll of Invincibility
Unit is invincible for 3 seconds
Instant cast time
Cost: 200

maybe you forgot a zero at the end, because for 200 this item is crazy, it allows everyone to safely teleport back home without any chance to kill him. It also makes Oak a lot less unique and there is enough stuff which keeps you alive already in the game and having completely invulnerable enemy running over the maps all the time is  at least as annoying as  multi-stun. If you want a new defensive item it should be more special like : "Unit can't be hurt from normal weapons" or "all damage is capped at 50 per shot/effect" (Damage over time would still do 50 damage every tick then).

I like that "5 second invulnerable but you also get  5 second stunned" Trinket a lot, it doesn't allow to flee but it can get your cooldowns ready, heal you up a bit (especially as Sedna) or buy the 5 seconds your allies need to get you out of the mess.

 

The rook moves far too fast by default. He’s a walking castle! Super tough but super slow.


speed is a very sensible matter, before 2C rook was at speed 6 when all others were at speed 7 which really made rook annoying to play especially as he is a melee character. In 2C all Demigods were speed 6 which obviously was bad. In 2D rook has speed 5.7 when all others have 6.0 as base value, which might be still a bit too fast but anything below 5.5 would probably make it really tough for rook to actually ever use his melee attack vs another Demigod (unless that other Demigod is melee and chooses to pick the fight). Having a lower base speed also means that speed items are less effective on him than on other Demigods, so if you lets say reduce his speed to 5.0 he would be outrun so badly in later game stages that he wouldn't be enjoyable anymore. He might be a walking castle but it is a magic walking castle.

Being slower for a melee character already means that he can't retreat without getting hits.

 

 

 

on Feb 02, 2009

I like the new cost of items and the changes to the favor items.  The game is really starting to come together. TBO Rook has major hit points over other melee characters if he takes a few hits running away he should. Don't let your hit points go so low.  I think his towers need to be stronger so when he puts one up he can use it as defense to run away.  I think the gameplay is competative now I played two great games last night with ultimeh as my teammate both were long battles of evenly matched teams. 

on Feb 02, 2009

Btw, Thanks to Cari , Yarlen, Kryo and Nakor for spending their weekend fixing the facilitator so we can play today

 

Thats the reason you usualy release patches on thursdays and not fridays

on Feb 02, 2009

Trigeminal

Generals

* Fewer minions that are a lot tougher.
* 1st level minions can only have 2 of with you.
* 2nd level minions can only have 4 of them with you.
* 3rd level minions can have 4 of them with you.
* Generals should do less damage in battle. (the Oak, for instance, starts out doing like 150 damage per second).


If you do this, generals will be far weaker early game.  Many people currently play generals without minions partially because the cost of minions is often prohibitive.  I usually have only level 1 minions unless the game last over 15 minutes, then I start to buy level 3 or 4 minion.

I think Generals need a ton more equipment to give buffs to their minions.  Also they could use more HP buff equipment, they are awful frial late game.

 

Depends on how tough those minions are. I tend to think that minions should be "a lot tougher" (as mentioned).  

on Feb 02, 2009

Draginol
LOL.

I don't think I agree with any of OrleanKnight's suggestions. 

As for lag, we don't create lag. Ping times depend on individual player networks. I think, however, that we should increase the tolerance to 350ms (at the expense of it being slightly less responsive).

 

I think his suggestions are right, and I strongly encourage you to read the thread he linked to here.

On the other hand, I don't think I agree with any of your suggestions on changes to Generals.  The Idol system is not fun at all, your suggested tweaks will do very little to change this. 

I also Agree with TBO, leave the net lag where it is, or let it be adjustable.  The responsivess is very important in a game like this.

on Feb 02, 2009

OrleanKnight

Quoting Draginol, reply 13LOL.


Who said it was Multiplayer Lag? This is System lag! 3fps when I play along against the AI on lowest settings is unacceptable, considering I was getting such great performance in previous builds on HIGH settings.

Which is some incompatibilty with your particular system and Demigod which you know we are looking into so posting about it is rather futile.

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