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Dev Log 60: Join Our Abyss Lord Playtest!

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iamisom

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Elliot Cannon, Creative Director

Looking forward to the community playtesting the Abyss Lord this week. (See Jason Yu’s post below.) I’ll be jumping in on that after hours late at night. The more tire-kicking on this dude the better. Feedback on his active defense playstyle will help us make him rock. We want to know about the subtleties and things you like and don’t like, especially minute details. Everything else is percolating along and I don’t want to steal anyone else’s thunder in the Dev Log, but I do want to squeeze in an off-topic: go, go, Connor @TheNotoriousMMA.


Jason Yu, Associate Producer (urfyness)

If you want to get involved in the Remote Playtesting Group and help us test the Abyss Lord, send an email to dani.moore[at]trendyent[dot]com! Just let Dani know in the email that you want to be involved, and he'll be in contact with you shortly.

Working really hard to get the Abyss Lord out to our community playtesters so they can give us their first impressions on him. The build is somewhat unstable right now, but we’re working really hard to get one together. Thanks for your patience. 

Also, I can tell this week is going to be crazy already. This morning, our lead programmer, Javier, tells me that he worked all weekend to put in the first-pass implementation of account leveling and committed it into the build. He also worked on optimizations when first loading into the game. That’s some dedication!

It’s almost guaranteed that these changes have broken other systems in the game, so our designers and QA will be working with Javier throughout the week to fix and document these issues. Changing our leveling system from individual heroes to account wide will be an interesting experiment!


Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

In the PS4-verse we’re moving forward on the Harbinger and Carnival work. We’re focusing on UI engineering and memory optimization that will make your heart skip a beat and give you that sensation of butterflies in your stomach (well… it would if you could see it, honest.)  

On the live team side of things we have a brand-new patch that is all kinds of shiny and chrome. We've heard your feedback so far on the new Monthly Mission. We're trying to find rewards that aren't new pets for the Monthly Missions, so please head to this thread to let us know what you think would be rewarding for future Monthly Missions! We’ve turned on client logging so we can get some better information on some of the core technical problems with the game. Onslaught rewards should now have proper iPWR ratings. Finally, Poison Tips should no longer cause server stability issues.


Steven Collins, Lead Level Designer (Esorath)

Moving forward with some prototypes on enemy and tower adjustments. This is part of the way we want to introduce more strategy to the game so cookie-cutter builds are less desirable ways to complete maps.


Joshua Javaheri,Lead Do-Er-oF-All-The-Things (Javahawk)

The last few weeks, the art and features teams have been working hard to redesign a few systems - and in the process, the visual design of our user interfaces to be simpler and cleaner.  


James Reid, Software Programmer (Driscan)

It’s been an intense last couple of weeks hammering out these new UI flows. I can give you a quick tease here, but if you want to see the full direction we’re going, you’re gonna have to tune into the Devstream on Friday. Now that the design/flow is mostly hammered out, the implementation should really take off and by the Devstream after this you should really see it come together.

Here it is in all its glory! It’s so pretty! Remember this is nowhere near close to final art, style, or information. This is the wee beginnings of the implementation stage.

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Super early work on the new UI. Check out the Devstream on Friday to see what it'll look like when it's finished!


Chris Flores, QA Lead (likethatwhenigothere)

So this week we’re continuing to work on the hotfixes as they come out. But more importantly we’ve opened the testing floodgates on the Abyss Lord and some very, very early prototypes of the Account Leveling. So we’re gonna evaluate the Account Level stuff, learn how it works and then get ready to test it when it’s available -- all while poking fun at the Abyss Lord so he feels bad about himself and gets in shape before he releases. (Hit the gym, fatty!)

The PS4 is also in our hands now, and we’re working on MS21 (the Dragonfall Carnival + Harbinger update) so that it can ship on ********** (that’s a secret). [Ed. Note:  Secret as in we don’t have a date yet!]

Also, I believe O’ Irish Dani Moore is getting some playtest builds and groups together to get some earlier feedback and sneak peaks at the Abyss Lord. Contact him for details if you’re interested. And if he’s not the person to contact, screw it. Bother him anyway.


Jesus Diaz, World Builder (N3oDoc)

We’re almost done with our first Dungeon type level, so at this point we are adding some final touches and waiting for some feedback.


Daniel Diaz, World Builder (DanielKaMi)

We can't describe the fun we are having working on the dungeon level! It's coming pretty fast and there are more to come!


Dani Moore, Remote QA Manager (Dani)

I can already feel my inbox burning from your emails. Oh my.


Josh Isom, Community Manager (iamisom)

Poor Dani.
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I cannot tell why but somehow it feels as if there are going to be some major changes users have been asked for. It is not only because of this dev log... browsing through the forums give me a feeling as if you have a lot more to do than about 2 months ago. Of course I have no idea how it really is - it is just the impression I get. From a player's side this is something very good.

Currently I don't have much motivation to play but reading your log and the infos you're spreading makes me think there may be a completely new direction after the next two milestones.

You always manage to make me curious again. ^^

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Haven't played in a couple weeks.. might not ever again but I keep checking for updates because the concept of the game keeps me hangin on.

I still only see 4 hero's in the deck. More posts and pages within the forums than I care to count ranging from thought out, concise suggestions to sheer rage regarding the 4 hero cap and yet that's still the status quo?

How do you people sleep at night knowing that the one feature on which you refuse to budge regardless of the feedback (really, just a big GFY NEENER NEENER to so many of us) is driving away so many players and their $$.

If it's not going to change we need a dissertation on why and, if it IS and you've been trolling us with 4 this whole time, narcissist much?

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@falkon311 quote:

Haven't played in a couple weeks.. might not ever again but I keep checking for updates because the concept of the game keeps me hangin on.

I still only see 4 hero's in the deck. More posts and pages within the forums than I care to count ranging from thought out, concise suggestions to sheer rage regarding the 4 hero cap and yet that's still the status quo?

How do you people sleep at night knowing that the one feature on which you refuse to budge regardless of the feedback (really, just a big GFY NEENER NEENER to so many of us) is driving away so many players and their $$.

If it's not going to change we need a dissertation on why and, if it IS and you've been trolling us with 4 this whole time, narcissist much?

We're going to dive into all of the details about the Hero Deck on Friday's Devstream. I highly recommend you check it out!

In response to falkon311

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Dani.... My thoughts go out to you buddy <3 <3 <3 


[[10350,hashtags]]


1 like = 1 prayer 

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@falkon311 quote:

Haven't played in a couple weeks.. might not ever again but I keep checking for updates because the concept of the game keeps me hangin on.

I still only see 4 hero's in the deck. More posts and pages within the forums than I care to count ranging from thought out, concise suggestions to sheer rage regarding the 4 hero cap and yet that's still the status quo?

How do you people sleep at night knowing that the one feature on which you refuse to budge regardless of the feedback (really, just a big GFY NEENER NEENER to so many of us) is driving away so many players and their $$.

If it's not going to change we need a dissertation on why and, if it IS and you've been trolling us with 4 this whole time, narcissist much?

Totally agree with you. We'll just have to wait till Friday to find out. 

In response to falkon311

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@Dan H quote:

Dani.... My thoughts go out to you buddy <3 <3 <3 


[[10350,hashtags]]


1 like = 1 prayer 

Can't pray enough! :P
Miss you guys!

In response to Dan H

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stare intently at inbox

gmhfFTv.gif



I am excited for the updates to come!

Like others are saying, the dev logs make it the wait a little interesting.


Really excited to see the Abyss Lord, and I hope I do not have to wait a month or two to get my hands on him.

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Everyone talking about the hero deck or Abyss Lord, and here I am most excited about dungeon maps and a UI update.


The new map looks awesome from the small bits we've seen, and I was always a big fan of the indoor maps from DD1, something we have lacked a lot of in DD2.


And UI changes, YES! The current UI looks "ok", but really needed some love to make it more user friendly and "cleaner". Can't wait to see your final work!

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What does the new leveling style mean? Is that mean that all my characters will be same level, share exp, and level up at the same time? 

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@falkon311 quote:

Haven't played in a couple weeks.. might not ever again but I keep checking for updates because the concept of the game keeps me hangin on.

I still only see 4 hero's in the deck. More posts and pages within the forums than I care to count ranging from thought out, concise suggestions to sheer rage regarding the 4 hero cap and yet that's still the status quo?

How do you people sleep at night knowing that the one feature on which you refuse to budge regardless of the feedback (really, just a big GFY NEENER NEENER to so many of us) is driving away so many players and their $$.

If it's not going to change we need a dissertation on why and, if it IS and you've been trolling us with 4 this whole time, narcissist much?

I hear ya, the outfitting oft this  game for microtransactions will be its downfall

In response to falkon311

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I think new outfits and special Uber spheres or skins for your defenses would be a new change for monthy mission rewards. I know that would be a little tough to add in though.

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@Rowrow quote:

I think new outfits and special Uber spheres or skins for your defenses would be a new change for monthy mission rewards. I know that would be a little tough to add in though.

I would love to see some spheres that do crazy stuff like the huntress bow that turns enemies' heads into jackolanterns. Snowmanifying cannons? Snowman Training Dummies.

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Im curious is the abyss lord going to be a similiar character to the Summoner from the previous Dungeon Defenders game? you know, where you cant fight yourself instead you have to send you crystal knockoffs of the monsters in order to defend the crystals, if so that would be a really nice trip down memory lane

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Leveling, Loot, Reward, Structure, 8 ball pool and some Quality of Life Changes

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