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Dev Log 3 and Influence Report

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iamisom

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In our first-ever Influence Report, we talk about some of your biggest topics so far. We'll talk about more topics in future videos! Keep your feedback coming! Plus, read our new Dev Log after the jump.



Here's what we're working on this week:


Danny Araya, Creative Director (DannyAraya)

Recovering from the Game Awards and PSX. Taking a look at the community feedback since EA release and reassessing some of the aesthetic decisions we’ve made. Thinking of some of the next steps steps to take with codexes, environmental easter eggs, and other small narrative elements. 


Jay Twining, Senior Game Designer (TrendyJayT)

We’re testing improvements to the long-term health of our progression and combat balance. We have lots of plans to make the leveling, itemization and end-game experiences super engaging. I can’t wait to show you guys what we’ve got up our sleeve! Here’s a hint: expect leveling from 1 to 25 to be a much better experience very, very soon. 


Joshua Javaheri, Lead Technical Artist (javahawk)

Catching up a bit after PSX and the Game Awards. Prioritizing milestone tasks and working alongside our talented VFX team to art up one of our newer creepy maps in production.


Chris Flores, QA Lead (likethatwhenigothere)

Now that the hotfix is released, we’re continuing to look into the issues being reported by the community and helping to resolve those issues. Also, we have some lingering issue that have been sitting on the shelf for a bit now so we’ll go back to those and try to figure the out. Finally, we’re doing another sweep over the Special Stats as some of them are still causing issues or need some balancing tweaks.

Some of the issues we’re looking at right now (as in right now right now):

  • Players loading into a Black Tavern with no collision. We now have 100% repro for it and a fix will be in the works soon.
  • Much like you guys, we are also eagerly awaiting a fix for the Inventory bug in which it appears as if items are disappearing from the inventory when swapping out equipment. We know what’s causing it and just waiting for a fix to come down the pipeline.
  • We are actively investigating the numerous crash reports involving the game crashing after pressing Play on the launcher. These are machine specific-crashes so our programmers are working out ways to get better crash reports to help narrow this down. Stay tuned!


Abraham Abdala, Lead Technical Animator (Broham)

Working on new traps and subcores for the spooky maps… eight-legged freaks and stuff.


Eduardo Lev Guerra, Engine Programmer (EdLev)

Trying to solve the most commonly reported crashes, and starting work on some cool new matchmaking functionality.


Adam Stow, Associate Producer (@TE-Stow)

Sadly cannot rest after PSX! Making sure the new map’s trap design is communicated and vision clear as it goes into art, and making sure that the newly announced (You did know that, right?) PS4 version is humming along.


Jesus Diaz, World Builder (N3oDoc)

Working on a new level, currently creating the large pieces such as grounds and walls and making sure that these pieces are close to the original blockout.


Philip Asher, Marketing Director (pmasher)

At home recovering from post PlayStation Experience and The Game Awards flu. Approving all sorts of awesome stuff our community and marketing teams are creating for you guys these next few weeks.


Josh Isom, Community Manager (iamisom)

The feedback. Oh god, the feedback! We’ve gathered up every single Steam forum post, official forum post, Tweet, Facebook comment, review, article and article comment since we dropped the Steam Early Access version (and the PS4 announcement!) on Friday. Phew! My brain hurts. 

There’s so much ridiculously amazing feedback, and we’re diving in to tackle the biggest points of feedback. Brad and Daniel mentioned a few of the biggest points in the video above. We’ll talk about more points in our developer livestreams (every Friday at 5 PM EST on our Twitch channel) and in future Influence Report videos!

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The feedback. Oh god, the feedback! We’ve gathered up every single Steam forum post, official forum post, Tweet, Facebook comment, review, article and article comment since we dropped the Steam Early Access version (and the PS4 announcement!) on Friday. Phew! My brain hurts. 

I Love how you guys simply had small jokes in your blogs hidden, absolutely love to keep it serious but also with humor. Never give in to submission of seriousness. We're here to play and be happy let's not turn what we love doing into something we do because we have to do. A developers team that enjoys the game they're producing, that plays and haves fun playing the game they're making! =)

LOVE this developers' interaction! would definitely like to keep getting the videos coming! don't want to go fanboy or anything but the influence system is pretty much amazing, allows everybody even those without much time to feedback still have their opinion on the matter that is the game development and path.  

And oh.. those smile trades as they mention certain features.. you're fooling nobody! Bring 'em!! me needs them.

What i would like to see!
I'd love to see like a theme of week being discus on the video, create something like a suggestion thread and have the highest liked suggestion to be discussed by the developers in a part of the video. This would allow us to have some answers in videos explained to detail, example suggesting a discussion about the hero deck, and the plans about it. This would definitely open a whole new window of feedback to that certain matter in the forums because it was more detail explained in the videos. 'Cause I believe some people just need a spark on a certain theme to get the endless feedback coming.

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[[4370,users]] quote:

Is this something you'd like to see more of in the future? Please let us know!

 Absolutely,  info straight from the devs is always cool.   And its nice to hear about feedback being heard and considered

In response to iamisom

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I would be interested and like the progress report. It shows the company cares about its players and updates them. I would say to continue this, as it not only allows players to see the progress, but also use it as a method for progress report (internally).

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[[4370,users]] quote:

Is this something you'd like to see more of in the future? Please let us know!

 I believe it would be nice to have this at regular intervals, such as at the end of the month, or at a particular day of every month. This would help show stability and players would check more regularly, as it would show consistent progress.

In response to iamisom

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[[65987,users]] quote:

What about pets and cosmetics? what can we expect to see when u guys get done?


 There is no fixed date or time they will get it done. But i am sure they are working as hard as they can to work on what they are ^ look above. I believe they are prioritizing fixing the core elements and bug fixes before adding more features and making the game more complex. This would be a normal SDLC, a bad method would be to add new features and fix everything at once.

In response to Jellyfish

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[[4370,users]] quote:

Is this something you'd like to see more of in the future? Please let us know!

 Absolutely! loved the video, its great to hear the devs recognize the feedback and give us an idea of whats happening moving forward. It creates trust in the devs and is a great way to promote the game.

Keep it coming! :)

In response to iamisom

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Definetly. That's the transparancy I'd like to see from a EA title, which is going to be F2P and have constant updates. I enjoy it a lot, when SOE does it for their titles and I do enjoy this a lot as well, since we know what you are working on - keep it up!

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Nice Job Keep up the Good work I am having a lot of fun with Yall Game. ;)
and When yall Do add More Heroes are Yall going to put the Summoner from Dungeon Defenders. To be in Dungeon Defenders 2 that's would be awesome If yall did. I ask this because Summoner was My favorite Class in Dungeon Defenders. Just giving out Idea. ;)

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Personally, I did love the talent stat system of DD1, was utterly fantastic. Having the choice to either go tower build or player damage and then spec out which aspect of the respective you wanted (increase range, haste, damage, etc). The current one is kinda too simple but it is nice, all though it is concentric to raw damage (like I would love to increase the Hz of my towers and damage selectively)


I indeed hope you do create new enemies, all the current ones par the minis are basically ports from DD1 with updated models. Also, since you do indeed have map RNG (for replay value), it would be nice to have spawn RNG as well; having a random assortment of different mobs spawn at each and amounts (not just a linear one of, well you're at this wave and diff -> implement group comp 1). Diversity is the key!


Might be cool having like interchangeable hot bars as well (from my experience with MMO's), I love how you can change abilities on your bars so it keeps in vein with strategy element of tower defenses but also enables people to run different builds if stacked with two heroes. 

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Trendy you guys are the best you listen to the players and our feedback and work on issues to make the game better. I couldn't ask for a better company. ^^ Keep up the great work guys! <3

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2 words "PURE AWESOMENESS"!!!

Thanks guys for the vid letting us know that you do hear us, and some of the changes to improve the experience. I bought the collectors edition upgrade not for the extra stuff, but to  help support a great game, and a great company! By you guys doing all this going all out makes me and probably many others feel that we made a great investment. Keep up the great work guys!!!

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[[67296,users]] quote:

I love the video and I hope to see similar videos in the future :)

It is awesome to learn about the current state of the game and the things you are trying to improve each week!!

Looking forward to many more in the future!!!



I have a couple of concerns with the game thus far though.

Let me elaborate...

Many of us are here because the original DD1 was an awesome game with alot of replayability, difficulty, unending challenges etc. I have played the game 1300 hours and haven't completed everything in it.

What I want to ask from you guys is (at least for endgame if it's difficult for lvls 1-25) to balance the game in a way that everyone can play it the way he likes, without suffering any lost 'bonuses', extras etc.

Solo / Grouping / Tower builds / Hero based builds / Hybrid builds etc.


I feel that the game (at least for now) is more an action game and less a TD game, while I felt (and loved) the complete opposite in DD1. Your towers did the rest and you had to support only some sides in case it was needed, or if you had good builders and smart builds you could even complete maps/survival mods, by just repairing upgrading.


Also if towers remain underpowered, in comparison to heroes, how will you be able to level the 'builders' if they don't have enough dmg to help during the waves? Maps are going to be much harder when played with builders, so once again hero based builds will be forced to us. Ok, some will say: you can join a group and leech xp, but is that ok? Will you and the other people have fun? Will you be able to help?


Also, give us the option to use more heroes on a single map. Especially for solo play if you need one hero specced for dps, you can only use 2 builders. That doesn't help us to try different builds and tower combinations in maps.


I don't want the game to be a pure TD, but I want it to be more like DD1 in that aspect, a TD game with Action/RPG aspects. The game we all loved and made us be here once again :)



(btw I don't play always solo, I also play with friends, but noone of my friends plays/grinds the crazy amounts of hours I do. So I end up playing 90% of the time solo. I think this is pretty common among all the old-school guys who farmed thousands of hours and grinded all those survival mods for better gear. So please don't forget us the hardcore/endgame/grinders :)


<3 ya

 "early access"

dev blog tells you they are addressing ALL of your concerns

In response to p4rasite99

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[[4370,users]] quote:

Is this something you'd like to see more of in the future? Please let us know!

 Yes, do more of this. Makes me feel excited about the game and buy more copies so that my friends can play with me.

In response to iamisom

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Thx a lot for the communication you make about your work. So this is the first time i come to write a comment to help on a dev game and i think it's because of your good communication and the way you treate the community. Keep this good work, i already are spamming my friends to take this game (they didn't come with me for the DD1). 


For the game, maybe some things to say after played a little. It's only what i feel when i play and what i would want if possible. Maybe that can help you.

- 1) I played some 660 hours to DD1 and i think i played the half on the "only turret" mode. I really a fan of strategy  and the fact you can only use the turret abilities make you need to think a lot about the map, the combos between class turret etc etc etc. So i hope, this mod will be available for the DD2 too.


- 2) I have some difficulties to see boss on a map when they arrived. I know you can see a '!' on the door where they will come but when they are in the map, sometimes it's hard when you fight, you look the path on the left, on the right, you don't have the time ... so you don't figured on the right it's not an orc but a troll boss. They are 2 green and they so many people around ... So maybe, would be nice if you can make an halo / an aura for the boss. Or any idea which make in one look, you know it's a boss and you have to kill this guy in particular the fast you can.


- 3) I miss a lot the way of selling items of DD1. I need a way to easy keep some items and sell all the rest. In DD1 we can just lock some items and sell all with 1 button. In DD2, for the moment, i try to keep 1 bag for the items i want to keep for next level. So i have to drag and drop items to the bag, then go to the bag, reorganize it to class items by level for a better look and efficiency. Then i come back to the first bag then, activate the selling mode and sell 1 item by 1 item. I feel this system a little ... complicated when i want to manage my loots for the different class and level. (for exemple, i want to keep 1 item lvl 12 for my huntress lvl 6 + a staff lvl 14 for my wizard lvl 9 and i want to exp my warrior who is lvl 14.) Can it be possible to find an easier way to manage this stuff ? 

-> By the DD1 way (lock and sell all items) ?


- 4) Think it's a link to the point 3. Can it be possible to drag and drop item to a specific bag even if this one is not activated ?

I don't have always all bag activated to see the content (my bag with the stuff i want to keep for other heroes or level is always not activated. It's my store bag for the tavern when i manage the stuff of my characters) so when i want to keep some items in my last bag, i try to put them in it but that don't work because i need to active it then drag and drop item. I understand you need to activate the bag you want to see the content but maybe you can make the drag and drop of item to a bag not activated possible ?


- 5) For the warrior. Maybe i have some trouble when i jump on turret or some items from map.

I jump for example on a turret, then i try to hit with my sword but i'm to high so i always stay 1 / 2 sec to continue to hit nothing on my turret, then i move a little, fall of the turret then hit the mob. I think my problem is because in DD1, the warrior moved forward or in the direction you aim when you hit with your sword. So when you jumped on a turret, even if you were not on the range, if you hit a little, your character made some steps forward and so you could hit your mob. 


- 6) Would be nice if we can have a bonus to use all characters on a game. For example, you play a map on 4. When the round is launched, just look if there is only 1 huntress, 1 warrior, monk and wizard, With a little bonus for each class which is alone. (bonus on gold / exp or others). Think that could help a little to motive all players to use all heroes and not 4 wizards for example. 


Think it's all for the moment. i didn't well understand the system of upgrade items. May be would be nice to have some tips ti help us to see the better luck / bonus of regrade possible.

Continue your good work !


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@Mons, a stoned hobo quote:

Personally, I did love the talent stat system of DD1, was utterly fantastic. Having the choice to either go tower build or player damage and then spec out which aspect of the respective you wanted (increase range, haste, damage, etc). The current one is kinda too simple but it is nice, all though it is concentric to raw damage (like I would love to increase the Hz of my towers and damage selectively)


I indeed hope you do create new enemies, all the current ones par the minis are basically ports from DD1 with updated models. Also, since you do indeed have map RNG (for replay value), it would be nice to have spawn RNG as well; having a random assortment of different mobs spawn at each and amounts (not just a linear one of, well you're at this wave and diff -> implement group comp 1). Diversity is the key!


Might be cool having like interchangeable hot bars as well (from my experience with MMO's), I love how you can change abilities on your bars so it keeps in vein with strategy element of tower defenses but also enables people to run different builds if stacked with two heroes. 

 they already have rng on waves.

In response to Mons, a stoned hobo

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