You went way to far back in time i was talking about the last 10-15 yrs. I come from a heavy fps/rts background and the only thing that has happened with those games is it reduced the skill gap. Cs to css , the skill gap is so small its barely noticable. In Cs there was actual recoil, samller targets, you had to walk because u could shoot through walls so if some1 heard u you were in serious trouuble. Then for some reason when steam decided to upgrade the graphics they changed the entire game. Made the models like 78% bigger, 0 recoil, walls are solid so everyone just runs and guns...so the top lvl player now only has his reflexes to carry him through the game.
Well, I can't speak to the shooter genera. Yeah, I play shooters every now and then, but I mostly play other games. The most I know about the shooter genera is that Demigod and DotA aren't part of it, so... From what I've seen, every other genera out there has gotten more complicated over time. Fine, maybe they all haven't, but on average things are getting more complicated. There's always an exception to the rule though. (I do agree with you that auto-heal is overused these days. What happened to health packs?)
I fail to understand what is wrong with an economy that all you need to know is "when to expand." Can't all economies be broken down like that if you think about it? One main challenge in every RTS game I can think of is balancing your economy with your defense/offense. Regardless if you are offensive or defensive, you need to make sure you do not fall behind in either your military or your economy. Offensive rushing players often easily fall behind in their economy, but they plan to make up for it by damaging the enemy economy more than their own. Defensive "teching" players have to remember to take time out from their economy to make sure their base isn't getting blown up.
By SC to WC, I assume you mean StarCraft to WarCraft. I am not really familiar with those games (I have played StarCraft a bit, just not in a long time, and while I've played DotA many times at different places, I do not own a copy of WC3). What did they do to the economy that is so horrible? If it’s so horrible, I'm sure it should be easy for you to spell it out for me nice and clear. And iirc, the original WC came before SC, so I assume you mean WC3. Finally, as far as I know, SC is not praised for its amazing economic system. It is praised for having three factions that are both unique and balanced. It supports a variety of effective strategies, and it boasts more post-release support than virtually every other RTS game out there. I hear the single player was pretty good for an RTS as well.
Then all these next gen shooters where if u get hit u can dodge behind a wall to heal your full hp. Your mistakes should be carried with you for the remainder of the round. If your good enough u can come back from it.
Just quoting so you know where I'm looking right now. As I said, I agree that the auto-heal system is overused these days. At least Halo makes sense, being a super-soldier in a shielded armor suit. CoD4 is just a random marine who can take 300 bullets before dying, as long as they hit him a few seconds apart. Lol. Anyway, it is a valid game mechanic and there's nothing inherently wrong with it. That is more of a design choice than a goal to make it less complex. UT3 and TF2 both use a good old fashioned health bar system though, so it’s not like the entire genera is plagued by these "horrible" things you are complaining about.
I do not know about competitive FPS games because I don't play any FPS's even remotely seriously. As part of making it "less complex", they do allow the average Joe can come home from school and mindlessly shoot stuff. Although, you have to remember that people take Halo and CoD4 very seriously, and they consider that game play style to be part of their tactics and strategy. And trust me, if the average Joe goes up against a pro, you can bet the pro is going to win. What does this mean? It still takes skill to play using that system, and people disagree with you in serious FPS gaming! In this context, we are discussing design choices. With all the FPS games out there, I sure hope there are a few variations between them. If you don't like auto-heal, go play UT3 or something. There's more than one game for a reason. This is different from needless complexity, this is a design choice.
And don't go off on how it is an inferior design choice and all those pros are n00bs. It is a change to the core game play that you apparently disagree with. That in no way makes it inferior to whatever you like, that is a matter of personal preference.
This actually brings me back to my original point at the start of this thread. If you love recipes so much that you cannot live without them, then you can go play LoL. If for you, removing recipes is a core game play change that you cannot live with, then DG and LoL will (hopefully) be very different games for you. For the first time in this genera, it looks like we will have two good games at the same time. I surely hope there are differences between them. In fact, my first statement in this thread was, "With any luck, this will further encourage GPG to make DG different from the exact DotA formula."
ROFL yes being able to jump and shoot with perfect accuracy makes the game so difficult....I dont remember anyone complaining that u cant see the enemy. The only thing they complain about is the 1 hit kill nades. The only reason they arent in cs is because of all the choke points that whole teams have to run through. Cod 4 is like css but easier
Ummmm, lolwut? You can't hit anything in CoD4 unless you're standing still, crouching, and zoomed in. And don't tell me grenades are a poor gameplay mechanic. Please, just stop there.
Over-complexity != depth; struggling with the interface != challenge. Often the old games that people nostalgicly refer to as 'deep' actually just had loads of stuff thrown together without any thought to game balance.
S&Y + PT isn't that good, you'll be called a noob for a reason if you'll do it. Besides, please explain how exactly can a new player decide in 2 minutes that he should make S&Y + PT? If anything, reading all recipes and stat descriptions will take more time. And you need to compare items so to make a decision, not just read the descriptions - not an easy task if you don't know the formulas.
Obviosuly, you learn maps while you play. With DotA items it's different - you need to read walls of text about various recipes, read forums for advices and formulas etc. So, you can't learn it naturally by playing the game.
All quoted for epic truth.
In noob games those extra seconds will not matter.
Those extra seconds will always matter.
Just throwing it out there, none of you have actually given me an advantage to recipes over blacksmith upgrades. Sure, the inconveniences can be worked around, but why put them there if you don't have to? Why would you intentionally want the game to be more difficult to pick up when it doesn't have to be? Answer this question in your next reply. Seriously. Do it.
Anyway, I have three main points that I am discussing right now in this argument. Firstly, blacksmith upgrades are more user friendly than recipes, and that is a good thing. Second, in switching to blacksmith upgrades, none of the advantages that recipes provided to the core game play will be lost. Finally, blacksmith upgrades actually improve on the core game play by allowing the game to proceed dynamically. You have yet to say anything that actually refutes the first two points. If you could elaborate on either of them, it would be greatly appreciated.
The third point you have specifically mentioned. I have found your words very interesting.
And if ur trying to adapt to a situation u did something wrong and will prolly end up losing anyways. if you have a solid team. You should beable to build each hero for a specific expertise and have ur team work with each other so ever aspect is covered and as a whole ur team has no down falls. Maybe im looking at it from to much of a competitive stand point, but games that are competitive and take time to master usually last the longest. Ala sc and cs1.6 living on for 10+ yrs despite outdated graphics
So, you are essentially saying that the challenge behind the game should be building your character. What it should come down to is that your team has the perfect build. Well, there is no "perfect build" so the build must at least be better than the other team. After that, all that's left is micro skill and battle tactics. There's no mind games or prediction or scouting at all, right? After all,
oh yeah and games like DoA where its rock paper scissors and basically guess with a 1 in 3 chance of choosing the right area to counter, compared to game like tekken and vf wheres its alot more complicated and takes knowing every single character to beable to compete at the highest lvl.
Right? What you take DotA as, is a game where preset builds clash against each other and the battle of micro decides the fate of the game. Correct me if I am wrong on that point, because it sure sounds like that is what you are saying.
That's not good enough for me. I like to think of myself primarily as an RTS player, and I know that there's a critical aspect of RTS games that this is missing from this picture. Yes, tactical micro is very important, and as I said above, strategic macro between your economy and your army is important. What else is there? Well, it’s one of the simplest things that almost every pro player in SupCom will tell you first thing. Scouting. This actually falls under the second point (strategic macro). RTS games are not like you claim in that last quote. You do not just pick a direction and walk, hoping you find the enemy with his back turned to you. You approach your enemy from behind while he's sleeping, because you know that's the only way to shank him. Even if you are the perfect ninja who can get anywhere, it doesn't do you any good unless you know where the target is.
Ok, that last analogy was a little far out there, I admit it. Back to video games. Where were we, Tekken? Forgive me for not being familiar with that series. I am most familiar with Smash Bros., although I know a fair amount about Street Fighter. I'll discuss Smash Bros however, as I know it the best. Despite the fact that it comes across as a simple, straight-forward fighter, there are a number of advanced techs that required a degree of technical skill to pull off. For example, Sheik is a personal favorite of mine (because she's fun, not because she's good). Sheik happens to have one of the more difficult DACUS's to pull off. (For those of you who don't know, DACUS stands for Dash-Attack-Canceled-into-Up-Smash, which basically allows you to charge your powerful up-smash attack while moving very rapidly across the stage at your opponent.) Frankly, I'm pretty bad at it.
My friend, however, can DACUS much better than I can. Granted, he does it with an easier character, but he can still do it better than I. Has he ever punished me by using the DACUS technique? Yeah, you bet he has. Better question, have I ever punished him for using the DACUS technique? Again, the answer is yes. Heck, I can beat a different friend's Meta Knight (agreed to be the best character and is thus banned in Italy, lol) using Captain Falcon (arguably the worst character in the game). Yes, I know my second friend sucks at the game, but the point stands. Just knowing characters and being able to tech everything until you break your controller will not win you anything. What the game really comes down to is predicting what your enemy is doing and punishing him for it. At any given time, you have to know how he can attack you and how you can attack him. Yes, a huge part of the game is knowing what combos you can pull off and how all the different characters play. However, you cannot ignore the fact that predicting your opponent will win you more matches than knowing exactly how big Lucario's forward-smash hit box is.
For all I know, Tekkan and VF could be entirely different, but I know that Smash and Street Fighter both have mind games and prediction as a huge part of their core game play.
So what does that have to do with DG, DotA, LoL, and recipes? Well, how about we apply it a little closer to home in Supreme Commander. Now, the games are in different generas so there isn't a direct translation. Instead of prediction, the game relies on solid evidence via scouting. You can only get so high on the ranked ladder if all you try to do is make more tanks than the other guy. You can be the best spammer in the world, but if you have no idea what's going on, the other guy can still pull ahead and win. There's a reason why even the most elaborate Build Orders stop a few minutes into the game. What you do is entirely dependent on what your enemy does.
For example, you send out an early scout to your opponent’s base. You're planning a nice, easy match of T1 tank spam, at least for the first few minutes. Your scout shows up and, holy crap, they're doing a Jester (T1 gunship) rush. You can try those tanks, but it isn't going to help you at all. What do you do? Obviously, you build AA units instead of tanks and put an air factory (for interceptors) as your number one priority. If there was no adapting, then what would happen? Well, you get the rock, paper, scissors situation you were just complaining about. The interceptor rush beats the Jester rush, which beats the tank rush, which beats the interceptor rush. How's that for strategic diversity? That game would never fly competitively.
Similarly, such a concept can be applied to DotA. If you know an anti-mage is hanging out in the middle path, then deploy your mage on one of the flanks. Remember, that if they figure out where your mage is, then watch out, because that anti-mage might just pop out of the woods behind you. I know I am not really up on DotA balance and I don't really know how scouting works in that game, but what I'm talking about is perfectly realistic. You share LoS with your creeps, so you can usually see who’s on the front lines.
In DG, I know that scouting is important and possible. The Totems of Revelation are already in the game, Oculus has some kind of "eye" he can deploy, and one of the original twelve Demigods (presumably the four beyond the currently confirmed eight are to be added as dlc) has two birds that would probably give her some kind of intel skills. Are you going to charge your glass-cannon Regulus at the Unclean Beast? No, the Rook's on the other side and he's a much easier target for Reggy.
Now let’s take it one step farther. Let’s use hypothetical balance, as there's not really a whole lot of variation in the current build due to most of the items being removed at the last second. You are going for a Torchbearer Ice/Crowd Control build. In addition to the skills, you are getting items that work toward a high level recipe that focuses on extending the duration and effectiveness of debuffs. The enemy Rook, however, is focusing on building Towers of Light, and Deep Freeze and Rain of Ice doesn't even matter to his defensive build, as he has enough health to tank the weak RoI and he has no reason to run anywhere, so Deep Freeze won't slow him down. Well, buffing your debuffs isn't going to help you there. You need to be able to blast through his towers faster than he can build them. You would have been fine if you went for that item line that increased damage on spells, but now you're screwed over.
Is his build superior? No. If he had used a "normal" (for the sake of argument using the hypothetical balance) Rook-Roll + Hammer Slam line, you would have been able to slow him down as he ran from the heat of battle to finish him off. The new damage increase build wouldn't have lasted ten seconds against the superior damage output of that Rook build. So what do you do? In this hypothetical situation, you guess and hope you guess right.
If blacksmith upgrades were implemented, the game would change. It wouldn't simply be, "oh no, he picked a build that counters mine, I'm dead now." One side would try to get an advantage over the other side, who would in turn try to gain an advantage over the first team's new strategy. Then the first team would react to the new change, and the cycle would continue. Demigod builds and games would be more dynamic, which greatly benefits the game play.
There is one obvious flaw in my argument. If you believe that locking people into builds at the start of a match is an advantage to recipes, then you would be opposed to blacksmith upgrades. This, however, is a core game play change. While I strongly believe that adaption is a key part of any strategy game, some people might not share those thoughts. If you are against dynamic Demigods and fluctuating strategies within a match, then by all means, go play LoL. While I cannot guarantee that Demigod will have those traits, I can assure you that LoL will not.