I feel like captain obvious for pointing this out but I will anyways since I don't see other posts like it. The current health of any unit when displayed is displayed as having 8 or more decimal places: 150.56783923/2000 hp. Not to mention that the decimals move around quite quickly making actual hp impossible to read.
astonerbum2
Sorry I noticed in Beta 2B all DGs quickly become one-man unstoppable forces. In Beta 2 a DG can only do so much. You cannot run into an enemy base and take out a few towers solo by level 10 without any items! Now its possible. Also if you fall behind in levels you are royally fucked. A level 12 DG slaughers a level 7 one on stats alone with no items. However I noticed abilities from DGs like regalus matter for damage, while the rook's damage dealing abilities are all c
There is a bug where Regalus can snipe the enemy citadel from the obvious great distance of snipe. So a team of all Regaluses can all take level 1 snipe and take out the citadel with the enemy being unable to do anything about it.
It appears that the Queen of Thron's units work with aggressive move (they stop and range attack) but ranged DGs like Queen of Thorns won't stop to attack, just keeps moving to where you pointed and attacking while moving. Does not do a "attack move" where unit tries to move to designated location but stops to attack anything along the way.
The rook appears to be overpowered. He is a one-man army slaughtering lower level DGs without even using his abilities. High armor, high hp, high damage. However on the flip side his abilities are 100% worthless. Lets go over them. 1) Archers/Tower of Light/Treb/Poison -- Useful since nothing better to invest in, auto targeting abilities to kill minotaurs. 2) Hammer slam: SLOW. By the time the hammer slams a BASE rook level 15 does more damage or equal d
Temporary solution: Create a new account. It works!
Right, the email I used to buy the game is different than the email on my account. Can't log in either.
Thanks for taking the time to aid us Frogboy!
could be "that bastard astonerbum submitted one too many bugs, making us look bad, ban that f***er!" :) I guess we wait till tuesday!
Same problem.
I've never seen such fast servers. I was downloading the patch at 11am today and it was downloading at 1.6mbps! I've never seen these speeds on a non-p2p download service (unless it is p2p). Go stardock!
A point well made. If sup com engine can't handle mid game joins what can we do... However if we have AIs on the team, team mates should be able to direct the AI what to do: Behavior: Stick close to other DGs in battle. Attack enemy buildings. Hunt enemy DGs. Purchasing Decisions: Focus on upgrading team. Focus on upgrading self. Split focus on team and self.
Replies to all points above: 1) People leaving online games if they feel that they are losing: - Yes that is true if it is a one-match game. - Games like Savage 2 where maps change, teams shuffle don't have the same problem. Savage 2 is free, I say download it and see how JOINING A GAME is done. It is quite different than what you are used to in a FPS and ensures teams are even, and keep shuffling every round. I like that idea better than the way joining games is done
It could be connectivity that is cause for much of my negativity. Playing vs bots got annoying quickly. I want to verse players, 1v1, 2v2, 3v3. However past 1v1 has been almost impossible, and 1v1 is already rare. The game looks pretty damn good. However it would be nice if light and dark actually looked different. The animations of everything is wonderful. Very smoth and just feel right. From a strategy aspect I am not happy with the game. Very limited in what you can strateg
I noticed when Beta 2 was updated I didn't have the latest patch. The only way to know to patch was to use impulse. However since the game can be started externally, maybe it should check for updates once you log on to online and offer to take you to the update site?
I think games like Left 4 Dead solved the "quitter" problem in an excelent way. In L4D you cannot win with less than 2 characters. Nor can you garantee that someone will stick with you for 2 hours straight when you play on expert and restart a few times. Nor can you garantee that the person you play with does not suck. Well they solved the issue by doing the following: 1) When a player leaves he is replaced by a BOT. The bot is actually a pretty decent player so its not much o
[quote who="DatonKallandor" reply="18" id="2006274"] Quoting astonerbum, reply 17So you have not answered my number 3 question. Thanks for proving my point. Remember you claimed all that information was obtainable. To paraphrase you: When you start paying me for giving you the numbers then I will write them down.[/quote] I like it! In any case my point was how time consuming it is. This should have been a 5 minute task and you would have "stuck it to me" but it i
1) 2000 armor = 20% damage reduction means that you can use 2 decimal places if necessary. People deal better with 20.00% or 20.50% than 2050 armor. 20.50% is immediately understood and easily interpereted. Actually what am I thinking... Why the hell do you need percision beyond 1%? You armor is 5% or 10%, who the hell cares about fractions of a percentage in damage reduction. It is all useless information anyways. Hide it, if you dont want to lose it then hide it, its all worthless. .50% is
[quote who="DatonKallandor" reply="14" id="2004654"] Quoting astonerbum, reply 12 Please stay on-topic. If you want to change armor types/debate please start a new thread. This thread is: 1) Make all numbers easier to understand. Less math in your head and immediately obvious what the effects of each number are. Armor is one of those poorly defined numbers. 2) Make numbers easier to access. As in make them easier to get to, at the very least for your character.
[quote who="DatonKallandor" reply="10" id="2002415"] Quoting MegaVolt, reply 71) Tooltip for the real armor bonus is fine. Just a thought: Why use a percentage based damage reduction with some complicated formula? A flat damage reduction can also work great, as shown in StarCraft. 5 armor can take 5 damage off each shot. That makes high armor really mean something and it can make some heroes be awesome tanks against creeps and only really vulnerable to other heroes. 2. No. No
[quote who="DatonKallandor" reply="6" id="2001925"]1) Armor isn't a straight reduction - it's mitigation percentage. Armor does tell you the precise mitigation value in the tooltip. 2) Just try it out. A creep can take x number of hits from your demigod. You don't need more info than that. The fact that you don't know if your snipe will finish off the enemy now or if you should wait is what's so thrilling about Demigod combat - it's up to you to decide. It's experience that allows
Why do I believe impulse is vastly inferior to steam? It has to do with pretty much every feature that steam has other than the online store and downloading. Both Steam and Impulse provide a download game platform, but steam offers much more: 1) Find people you recently played with and add them to friends. 2) Look up games by steam friends (maybe thats just Left 4 Dead, but its a wonderful feature) 3) An IM and VOIP client for comm
I wonder once again if LUA has a global interperetor lock??? So far I have not seen multicore support in DG with my 4 cores only pegged to 25% max. Multicore is important especially for the game host who has their client + server calculations to do, and has 3 spare cores to work with the server stuff.
Currently numbers in the game suffer from two problems: 1) Unintuitive 2) No access to all numbers so whole picture cannot be seen. Let me elaborate. 1) The numbers don't immediately make sence. Armor is the perfect example. What is armor? If I have 2000 armor does that mean its really 200 damage reduction? Or is it 20 damage reduction? There is no way to know, but more importantly even if given a 1 paragraph example with exact for
If the rook is draining hp from a building and is stunned, the building keeps losing hp and the rook keeps gaining hp until the ability effect is over. In other words the stun does not interrupt the ability.