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 4)
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on Feb 03, 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.
 

thats exactly what im talking about...if the game engine could be tweaked to allow for more grunts on the field, but make it incredibly unbalanced as far as numbers go...many more minotaurs and the same number of archers, priests etc...it would be great, sort of a dynasty warriors feel to it if you will. (if anyone knows the game, its an epic)

on Feb 03, 2009

7hyrael
something i am missing with generals is any kind of direct link to their summons... like a live bond.

i would prefer very strong summons, which share their life with the summoner, for example if the summoner has got 5 strong summons, each of them with arround 1,5K HP, the general would have his own... 1,5K HP + 50% of each of the summons current life. means, if the general stands alone, hes an easy hit. and while he is surrounded by his own units he is a hero hard to be killed.

the way to kill a general should be to first kill some of his minions. without killing them it should be very hard to come up with him.

not that he should take down other demigods in a second, but taking their attacks without big problems for some time before getting in real danger until his minions are alive.

I like this idea as something exclusive to a specific Demigod. It would be a good peculiar trait; smething for a Demigod we have not yet seen.

on Feb 03, 2009

if the game engine could be tweaked to allow for more grunts...

The engine was made for many many units (it's based off of supcom, a game that can have thousands of units per player), it's easily doable.

on Feb 03, 2009

WarlokLord

I like this idea as something exclusive to a specific Demigod. It would be a good peculiar trait; smething for a Demigod we have not yet seen.

agreed...this should be for a specific general, like the queen of thorns..

on Feb 03, 2009

mOoEyThEcOw

if the game engine could be tweaked to allow for more grunts...
The engine was made for many many units (it's based off of supcom, a game that can have thousands of units per player), it's easily doable.

were the graphics this good though? I've noticed the game slow down a bit towards the end when full groups are clashing with each other...which is what i would want to see right from the start.

on Feb 03, 2009

The graphics have been improved yes, but they were very good anyways, you should take alook at some of the supcom screenies. But supcom also has a tendency to have some lag near the end of games, not much, mostly graphical and system lag, not net lag. Of course these games are 6 players playing on a map the size of the hawain islands with nukes, and hundreads if not thousands of units.

on Feb 04, 2009

actually now that i recall i have supcom just haven't played it in forever...(I forgot what supcom stood for, lol)

the graphics are completely different, these are more detailed which on one hand is nice, but in the other hand like i said, I'd love to see more grunts on the field, plain and simple

on Feb 05, 2009

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).

I like these changes (even if the generals should be renamed captains, their army mophing into a squadron). But something it really miss for general is spreading his army : if the minions could capture flags on the maps, an ennemy assassin would have to choose between killing the general with his light guard or destroying the main forces of the same general before they increase his war rank. The general could also choose to keep his army with him, knowing he will be able to claim flags one by one.

 

Oh and I don't find the cloaking device in the latest build (only an item that give invulnerability). Will it come back in the beta 3 ?

on Feb 05, 2009

Hey guys this game is looking good. I think I'm about to pre-order it, and Elemental. I'd comment more on the changes made but I can't.

 

If I pre-order now is there a chance I can get in Beta2d? If not I'll wait for Beta3

on Feb 05, 2009

From what was said in IRC you order today you get to download today until beta 3 comes out

on Feb 05, 2009

Thanks! I just pre-ordered both and I'm downloading Demigod.

on Feb 05, 2009

SpaghettiMon
Thanks! I just pre-ordered both and I'm downloading Demigod.

 

See you online soon!!!

on Feb 06, 2009

I don't like the idea of 4 minions you can have.

fewer and stronger minions is good, but 4!? thats too low. the game will be much more fun if you increas that number.

on Feb 06, 2009

I'd rather see something like the following:

*General's minions are 150% the strength of regular grunts

-4 levels of minions that you can summon already:

*lvl 1 minotaurs, archers, priests: summon 3 minions at a time, total of 6 available for each type

*lvl 2 minotaurs, archers, priests: summon 3 minions at a time, total of 9 available for each type

*lvl 3 minotaurs, archers, priests: summon 3 minions at a time, total of 12 available for each type

*lvl 4 minotaurs, archers, priests: summon 3 minions at a time, total of 15 available for each type

 

would this make for a lot of minions on the map? yes of course it would, but thats a basis for this game that I would love to see, massive armies clashing against each other, with demigods trying to clear the battlefields and encountering each other every now and then on the field, not just rushing to each other each and every time they spawn.

on Feb 06, 2009

I made a post about this elsewhere, but why not just have baseline minions which you upgrade by merging them?  This makes minions valuable and it's a simple mechanic. 

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