Jump to content

MasterOLazyness' Wall of Feedback [Updated: 14/12/2014]


Recommended Posts

This is my take on Feedback. I'll play the game, experience things and either complain or suggest something regarding it. I'll updated it whenever there is something new or when an issue is fixed but no promises.

Anyway, upon first inspection I've noticed a number of things. First being all the characters look like they've "grown" although it kind of still looks weird. The Huntresshuntress_small.png is less... ugly looking and has a better textured model but that's about it for her changes. The Monkmonk_small.png is pretty much the same deal as the Huntress, as he just looks bigger and has lost weight? I know his cheeks look less pudgy now. As we all know the Monk and Huntress were the most normal looking out of the bunch. The Squiresquire_small.png and Mageapprentice_small.png is where the REAL changes are. The Squire has gone from missing his pants to only missing his chest armor, a great improvement. Although I preferred not to question why his pants were missing in the first place. He really looks the part of a tanky knight now. The mage is where the whole Stretched idea comes into place. He looks funky. His arms are unbelievably skinny considering how big and thick they were back in the day. In DD1, he was basically a Hat, a Mouth and clothes. Now, he looks like an anorexic pre-teen. Heck, I think he is skinnier than the Huntress. I mean, his wrists and ankles look like they can break if he twisted his ankle while jumping or trying to attack.

Updates:
Removed Scroll Wheel Complaints. (fixed in 1.1)
Removed Confusing Comparison Complaints & Suggestions. (fixed in 1.1)
Added note for Controller Support awareness.
Added Messy Mission Complete Menus. (Work In Progress)
Added Influence Complaint.
Added Trading Suggestion


Available Heroes

Okay, so we have the standard group here, that's fine. I did sort of figured that DD2 would get rid of the whole Character Bound by Gender thing after how so many people disliked it. Still, If all our old favourites make a return to DD2 without costing us arms and legs, that would be nice. I miss the Barbarian already.

(No one else found it weird to go from DD1 to DDe and then to DD2?)

Everything is Awesome... and in his inventory!

With the lack of trading comes problems. How does one add such a thing in a way it doesn't break the game? DD1 had many problems when it came down to simply giving items. As anyone in the Tavern remembers, people could easily just take it after you dropped it then leave game. Then we had trading and Tavern Shop selling. I found the shop selling idea was great until we started seeing hacked items being sold for hacked amounts of Mana. It pretty much ruined any hope of me selling or buying items from people. Why would someone buy the sword I worked hard on for 4 days when you can simply buy a hacked item? Anyway... so trading was good, right? No, not really. When all items can be traded then people stop needing to work hard to gain items and simply work towards amassing mana (or in this case gold now). Why? Because until you're a very high level and can get mana by infinite truck loads, being offered a crap ton of mana in exchange of an item pretty much always works. Players prefer you had to work hard to get your gear than just bought it.

So! How do you go about having good trading? Well, you could go in many different ways. You can have items be Bind on Equipped. This allows people to trade them until they're equipped, after which it becomes untradable. But that's not liked a whole lot. You can have items be tradable with only people you've played with in the last 24 hours or something like that, after which it becomes untradable. That's liked a lot less then the other idea. You can have like a market place where people can buy all sorts of junk items, err, I mean well upgraded Mythical items! But that means you need to give another service that might require updates, tweaks and so on. So what is the perfect way to do trading in DD2? Truth is, there isn't any. No matter what is picked, it won't be better than being able to trade anything at anytime with anyone.

So at best, if you're going to have trading. Give people means of blacklisting others and let them trade as they please but only in the Tavern. Require both traders to confirm their trade and prompt them with a "Are you sure you wish to trade?" and pretty much anything other than that is hard to account for. [I'll come back to this in the future if I think of something else or need to make changes.]

Keyboardians Only!

No controller support? This saddens me greatly. I've always enjoyed DD1 with a controller. I've even enjoyed it on split screen and on console as well. I bought it both on the Xbox 360 and at least 2 copies on PC. So, I'm an oldie that simply stopped playing.  Moving on, I can see that there is an OPTION for a controller to be enabled (as it's grayed out) and I did see the controller worked ever so slightly in the main menu, so I'll keep hoping for an update with it.

Note: I'm aware it's on the Roadmap and it's coming whenever but it still doesn't make me happy because it's not in the game. :(

Great Googly-Menus Monkman!

Holy cow are these menus ginormous! I'm glad you have a UI scaling option but I'd like a Menu Scaling option as well. Or at least allow or make them a bit smaller. All these huge texts are screaming at my face. I'd like it, if I were to play this on my TV, not to feel like I'm playing this on a tablet.

Game UI's lack of Info

So how come I can't find out how many Green Gems does my teammates have left? Why doesn't the game UI just tell me? It tells me their health and character, why not that as well? Why can't I bring up the pause menu and find out the Heroes in their Hero Deck? See their Levels and inspect their builds, equipment and so on? You do want us to feel like this is useful right?

That's not ready yet! Or maybe it is, I dunno


Skill Icons should be dimmed when on cooldown and not just display a tiny countdown timer. Yes, the countdown timer helps a lot! but, the skill shouldn't show it's available if it isn't even with the timer. The skill should have a clockwise fade that slowly rotates around and once completed flashes slightly to give a visual que that the skill is ready for use.

Bad Baggy Bags

Okay, so there is a number of strange things with the bags. First off, you can hide bags. Didn't know that? Don't worry, the game will remember to hide them on you even if you had them all showing before. (please tell me that is a bug! I seem to always have a bag hidden when I'm in a mission) How about the fact that you can move the Bag Icons around to change the order of your bag slots? No? Didn't know that either? Neither did I. Oh, OH, how about... if you hide and unhide a bag slot, it quickly brings you to that bag slot?! I'm sure you know that one.

A bag with a Thick White Boarder is showing and a bag without it, isn't. Simple enough? No, wait there's more... any bag with a Custom Icon will not have a Thick White Boarder around its icon no matter if you make it the exact same icon as your already existing bags. Why is that? I thought we had a trend going here. Oh but that's wrong too. You can make a Custom Bag have a boarder if you buy a Standard Bag and fiddle around with the inventory a bit. That HAS TO BE a bug.

Also, Only Custom Bags can have Interchangeable icons and can be renamed. Normal bags cannot. Makes sense up until I have 3 bags all with the exact same unchangeable colour.
You also cannot Upgrade a Standard Bag into a Custom Bag. So if you purchased an 18 Slot bag, Congrats! You're stuck with it. It's better to only buy the Custom Bag slots, even if they only get more and more expensive. Those 12 extra slots will make a difference. At least allow us to upgrade the crappy bags or remove them and buy a Custom Bag instead.

Also, what the heck is the maximum amount of bags? (It has to be at least 9 as there is that many icons) Why can't we Customize our Custom Bags? You know, like have a setting where all Huntress Gear will go into Bag 5 until full? That way I can have a Huntress Icon on it and always look there for her loot. What about more Icons?

What are you? What is your value? What is your rarity?

Okay, so for any item that you cannot equip, it shows up with a thick red hue and the Name colour of the item is red as well. Well because of this choice, I cannot tell the difference between an unusable Green item from an Unusable Common item. Literally every means to tell the rarity of the item has been changed or covered up completely. WHY!? How did someone not see this as an issue? The only way I can check what rarity the item is, (without switching characters) is to bring it to the Upgrade Menu and have it be displayed there.

You can keep the red hue on the items just change the NAME TEXT COLOUR and leave it to be whatever rarity the item actually is. Honestly, I figured you would've changed it to a Large Red Circle with an angled line inside of it but that might make seeing the item's art work difficult. Like, the item already says it "Cannot be equipped by Your Hero" the only problem with that is it removes important information. Such as... how much is the sell value of that unusable item? I don't see the number of upgrades or it's level requirement as that important as you'd still need the other character to use it.

Selling Mode

I think instead of items just fading to a red hue (which is already barely noticed if the item you're trying to sell is unusable by your current character) it could just as easily have a coin icon on it. It literally lets any player know that they'll make money off of it. I find if you have an item of an already red nature, the hue will be hard to notice. Honestly, I dislike the Selling Mode as the speed of it takes far too much time, it's often unclear in the multi-split inventory what is going to be sold or not and there is no way to undo mistakenly selling an item. I rather go to an item, either right click it to be sold or click a button to have it sold instantly. I don't want to micro manage my inventory by way of a slow selection. I want to simply get rid of whatever I don't need and fast. (The right click thing should've been how we equipped items in the first place and not left click)

Allow Selling to Vendors!


I liked the old days of being able to click on an item and sell it. Or even click a button and the item I'm looking at will go POOF and only gold will remain (Okay so it was mana in those days, whatever). Those times were the best. Sure, when you have multiple pages full of items, it started to be a long, long process but so would clicking on each item. At least I know I can get rid of something right then and there.

You could also give NPC's reputation ranks and have higher rankings give you a better chance at seeing something good in their shop. So far, everything I've seen has been worthless for the price and effect. I honestly don't see NPC shops as a good means to get... well, anything, but if I knew they were, I'd try them more often than never.

Why so many Fonts?


I'm starting to noticed a number of different fonts in DD2 unlike DD1. The worst one by far is the one that shows up when in a grouped tavern and it says something like "MasterOfLazyness wants to start a map selection!". That is a wacky and very intrusive looking font. Basically, that stupid font will keep popping up so long as someone wants to do something. It's too large and in my face. I'm busy looking at my items and comparing things, which is hard enough mind you. Now I get this long bar of text hovering over my items information, what a fantastic idea! Anyway, I'm aware that the same font appears to be used when Viewing your Characters Name in the Defender's Forge and to announce waves of enemies. See, in this case, it's not intrusive. It's easily ignored. Although the font doesn't seem the most fitting, it's still not used very often and is fancy enough for such a screen.

TU-TOR-IALS!

Seriously, either give us a ton of tool tips, game hints and clickable question marks to feed players information or give us a tutorial explaining this crap. There is a lot of fine details that aren't explained in the slightest. I've even seen forum threads asking questions or requesting things that exist in game already. Yes, I know it's early for that and yes I know a lot of players are ones that have played DD1 or DDE but still, a tutorial you can skip if you already know the basics is still better than none at all. People don't understand the concepts of the game and with them confused, leaves for a poor gaming experiences with a full group of them.

Informative Tavern Group Information

Countless times in the Tavern will people hit "G" to tell the group leader to select a match but it doesn't tell you who is currently ready for that or not. It also doesn't stop the leader from starting a match before you're ready or even before ALL team members are ready for round 2. There needs to be a Ready UP thing before the match begins.

There needs to be something to let the Group Leader know what you're doing. They need to know if you require a moment to upgrade items, sell items or equip them. This could be solved by having a "Busy" status but that could also lead into issues. If for example someone AFK's as a Busy Status and the match cannot start. Then everyone has to quit out since there is no option to boot them (yet).

I would prefer to have a menu displayed on the far left side of the screen that would tell you who is in their Inventory or who is at the Upgrade Menu. Heck, in the future there will be other shops like a Skin Shop so it could say a person is busy in that menu instead of nothing at all.

The Shape of Italy

Please for the love of Gems, give us the ability to Boot/kick/remove foul, unhelpful players from our group. I don't care if only the Group Leader can do it (although if the group leader is their friend, they'd never be removed). It still could be better than no way at all and loads better than people randomly voting to boot someone from the game. Why? because people would EASILY kick someone if they didn't ready up given the option.

I'm aware that people don't want a means to kick others out because people can abuse it. Yes, people will abuse it but to not have it allows people to abuse others. They can be rude, unhelpful and useless in a mission and we're stuck with them.

Control Dem Mobs, Control Dem Loots!

There is a number of times where an enemy is lingering in their little barrier, so obviously someone goes and takes it out. Even worse when it's a Spear Throwing guy as they can still strike at defenses. You defeat him and he leaves his items behind the barrier where you cannot reach. They don't always fly to you, so valuable Green Gems and Loot are left behind or wedged near something you cannot even get close enough to. This is very annoying to deal with and while times will be sent to you once the mission is completed, those Green Gems remain to taunt you forever. I remember the days where they'd just fly at you if they fell off or what-have-you.

Lily's Missed Upgrade

After placing an Item and spending junk items to upgrade it. It's automatically removed from the menu and placed back into your inventory or equipped. That's great, the only issue is that I haven't selected what to upgrade yet. I have to place it back into the slot just to then select where to spend the points. Why? Why not just remain in there until I move it out or auto remove it only AFTER I spend the points. If there is another way to do it, I never figured it out.

Hero Deck? Defender's Forge? What?!


I'm not sure if I fully understand it's purpose... if at all. I also don't understand the Hero Manager... I can select 3 main Heroes to quick select them for battles but I can also still select any Hero just below it? I can switch up my Heroes ONLY in the Hero Manager but the Defender's Forge can basically do the exact same thing BUT doesn't allow us to swap out Heroes from the Hero Deck? And then... I can only View my Heroes Equipped Items in the Defender's Forge but not the Hero Manager? I find creating a Hero makes sense for the Hero Manager but don't see why there is hero related things in the Defender's Forge. Seems like two different things that can easily be replaced by one unless correctly split.

Edit: So I found out that The Hero Deck is for easily swapping to another Hero during a match, downside being, if those Heroes aren't close or the same level as the main one you feel like using, they get booted from the Hero Deck. So, that means I have to juggle at least 2 characters or leave a perfectly good group because I need to level up something else. The only purpose I can see this for is so that people can't power level someone. But in that regard, I hear that you depower higher level Heroes anyway so it feels pointless.

Edit2: So the Hero Deck is utterly useless. It gives me no advantage or bonus for using it. It limits my usable heroes to 3 (and we will most likely have at least 6 in the future). It's a limitation to obviously stop people from being able to do everything in a match but that was the fun part of DD1. If someone sucked at their job, you could take over.

Name Your Deletion

This isn't so much an issue as it's just time consuming. The exact same thing can easily be done by simply having us type out DELETE instead of
BIGMANONCAMPUSHEROES to delete a hero. Oh, and buy the way, that joking example is entirely possible as the game allows names to be 20 letters long (Also known as a Character Limit but I didn't want to confuse people with that term).

Messy Mission Complete Menu

Okay, so what is this supposed to be? I don't think I quite understand this menu at all. I get these large bars that are trying hard to be like a bar graph but stuck on top of each other and fell over. I've literally seen it go far off the screen in length. Nothing on it is very descriptive. I personally don't know why it's important or even why it's so huge! I just want to know how much damage I've done to enemies in comparison to others. I want to know how many enemies have I defeated? I want to know if I was the MVP of the match? How was I? Did my allies enjoy my playing? These are simple questions that don't have a simple answer. I can see my experience gained from the wave and what could be gained from a Booster. Oh, sorry, from a "No Booster". I can see the Gold I've gained and would've lost from a Defeat? It's not very clear. Oh, and another "No Booster" thing showing me an amount.

The colour pallet for these graph bars are terrible. I can't stand looking at them. They not only have a VERY WEIRD colour scheme going on but it's very bland looking. Like someone made a quick table and filled in the blocks to make rows. Give them an interesting appearance or don't have them at all. Just put a big picture and then list the number. Heck, if you want to go all out, make it look like a glass tube (or gem thingy) that is animated to fill up from left to right with the experience you gained (this would also use up some of that time we have sitting in that menu). Or simply make a fancy boarder and have a single coloured bar fill up inside of it to represent the amount of experience or gold gained. I'd obviously suggest placing text in the middle of it with the exact number of experience gained. Leave the experience and gold we COULD HAVE gained grayed out or drastically faded in comparison. Don't have the experience or gold that I didn't gain showing just as much as the things I have gained. It's not available so it should look like it.

What does the Up Arrow, Down Arrow and Star Symbol to the right of players do? There is no tooltip text when you hover over it for seconds. There is no information about it above the buttons. I'm assuming the "Star" favourites the player so you're more likely to see them again and the "Down Arrow" button lowers their... I'm going to assume chances of playing with you again but it's most likely a hidden social reputation we haven't seen whatsoever yet. Why is this not explained... anywhere on the page? What is this button for if you won't tell us? We need to know what importance these things have so we will use what you have created. Otherwise, it's wasted effort. (To be continued)

Influence! Minfluence!


So far, Influence doesn't seem all that impressive to me. It's no different than counting votes. The only thing different is some people can vote more than others. That's it. So why bother having more than 1 vote then? Even then there is no real reward for trying to vote or even a point once it has shown a landslide in the other direction. OH! But you get your points back if you lose! So? They aren't useful for literally anything else OTHER THAN TO VOTE! Voting itself is pretty useless because unless you personally have a ton of points from playing a ton, your vote won't matter. You're just a drop in the ocean. Now I get that voting for one cool thing over the other is supposed to be the entire purpose of the Influence system but I can't help feel like I'm collecting Pogs. I collect something meaningless to use in something I actually cannot influence without a great amount of them. Sounds like perfect logic, no? It gets worse. See, there is a lot of young people who cannot decide which is the better option. They often look at which option is winning and go with that one. And they can do that! Why? Because you show the one that's winning before we even choose an option! So many people just go and be sheep. Blindly following the winner instead of making a tough choice and sticking with it.

Until we stop seeing 3,000 vs 500, I'll never use more than a single point of Influence. I also feel like there should be other uses for Influence besides voting on new content once a week or else I'll have an endless stockpile of them with nothing of value to use them on.

Another trend I'm disliking for the Influence stuff is the choices. So far, they always are very similar in nature and often I believe a mix of the two or a completely new option is better than choosing a single one of them. Give us a hard choice. Like Barbarian or Necromancer as our next hero. Something! Anything!

Minor Issues:

-I did notice when I started up the game for the very first time that a number of resolution options weren't available. I couldn't select 1920x1050 until after switching the game to fullscreen mode. Also noticed a crazy amount of choppiness and slow down when Alt-Tabbing back into the game on Fullscreen Mode. Thankfully, using Fullscreen Windowed Mode solved this. Just thought I'd mention it.

-Another annoying yet minor issue would be the game completely forgetting your settings and resolution options.

-The Collection tab under Defenders Forge clips through the top right side of the menu when you hover over it.

Share this post


Link to post
Share on other sites

Keyboardians Only!

No controller support? This saddens me greatly. I've always enjoyed DD1 with a controller. I've even enjoyed it on split screen and on console as well. I bought it both on the Xbox 360 and at least 2 copies on PC. So, I'm an oldie that simply stopped playing. Moving on, I can see that there is an OPTION for a controller to be enabled (as it's grayed out) and I did see the controller worked ever so slightly in the main menu, so I'll keep hoping for an update with it.

The Roadmap also known as Dev's to-do list has controller support as well as splitscreen (local co-op) i there, so it will be here just relax, meanwhile there's this thread made by a damn awesome community member with an unofficial controller support that people have said to work, i haven't tested it myself i'm more of a keyboard-mouse guy, here Unofficial Controller Support Thread.

Bad Baggy Bags

The way it is, it really looks pre-alpha-ish, so i'd guess the actual system is temporary? If not i really hope they change it.

What are you? What is your value? What is your rarity?

The rarity is in the color as far as i know
Worn<Sturdy<Powerful<Epic<Mythical<Legendary 
White<Yellow<Greend<Blue<Purple<Orange

TU-TOR-IALS!

Seriously, either give us a ton of tool tips, game hints and clickable question marks to feed players information or give us a tutorial explaining this crap. There is a lot of fine details that aren't explained in the slightest. I've even seen forum threads asking questions or requesting things that exist in game already. Yes, I know it's early for that and yes I know a lot of players are ones that have played DD1 or DDE but still, a tutorial you can skip if you already know the basics is still better than none at all. People don't understand the concepts of the game and with them confused, leaves for a poor gaming experiences with a full group of them.

A lot of info is missing in descriptions  and tutorials, this is because the game is pre-alpha, making a tutorial of certain features that might just be changed would be kinda of a time wasting, however you have small monsters introduction with their function which is pretty cool, and there's also tons of players streaming that will gladly help you, and a wikia under development (+ obviously this amazing forum that people usually get fast replies).
There's only so much a game in pre-alpha should have in order not to waste the developers' time by having to re-do every thing on every new feature introduced or remade. Even so we have some small video tutorials. 



Anyway great feedback man keep it coming, those were just my thoughts of your issues, i totally agree that the hero deck feels pointless... Like a pointless limitation, they take us something without giving anything in return.. Where's my freedom of choice in having the characters i want and playing with them when i want the way i want? :(

Share this post


Link to post
Share on other sites
Gutu: The Roadmap also known as Dev's to-do list has controller support as well as splitscreen (local co-op) i there, so it will be here just relax, meanwhile there's this thread made by a damn awesome community member with an unofficial controller support that people have said to work, i haven't tested it myself i'm more of a keyboard-mouse guy, here Unofficial Controller Support Thread.

Honestly speaking, it's basic controls. After completing Keyboard support and having it work correctly, inputting controller support should've been next (so long as there wasn't a conflict). These games lived and died from controller support. I believe having it in the game sooner would get different feedback then waiting until later. I seriously doubt the coding for it would be vastly different from any other DD game. The true time consuming part would be figuring out how to map all the possible options to the controller. Options which are ever changing because of oddly limiting design choices. I'm not a fan of waiting and listening to companies "claims" of things as of late. As of this year alone, many companies have made a lot of claims and having backed none of them up. Then there is the large amount of broken games released as well. So please excuse my mindset.

Still, even if it's on "The Roadmap" it is STILL feedback related and a valid complaint until released into the game. I was aware of the roadmap to begin with but the fact that it's absent from the game left me jaded (yes, yes, alpha this, beta that! It doesn't change my feelings or my obviously poor expectations). I'm not a fan of playing this game or any of the Dungeon Defender games on a keyboard. I enjoy laying back in a chair and only needing a keyboard to type in chat whenever that comes up.

Gutu: The way it is, it really looks pre-alpha-ish, so i'd guess the actual system is temporary? If not i really hope they change it.

The system isn't as bad as we think. It's simply a BIG work in progress.
The concept of being able to dictate how many bag slots we want, what do we want from each slot and so on, is a fantastic idea. It gives players something to work towards instead of just having a ridiculous amount of bag space from the get-go. (It's also a great Gold Sink but I won't get into that)

The problem is, they shoved too much unrefined content into it far too soon. Even worse that none of it is explained if we NEED it.

I've heard that the inventory has changed once already and was different than this. I'm not sure of how true that is but this is a fairly good idea. Problem is, having a tab button that is always displayed and that we can click on quickly to switch pages is faster than scrolling up and down. At the moment, we have two things that we could possible have to scroll up or down. The Bag Slots and the Bag Inventories themselves. This is inefficient as it takes a great deal of time to simply check items and get rid of them. Then add in the fact you have to select each one, one by one but only after figuring out if it's an upgrade or not. Then figure out if you want to use it as upgrade fodder for your good items. Run over to Lily's Upgrade Shop and start trying to do that quickly. (really glad you can skip the animation!)

Anyway, as it stands currently having a NON scrolling inventory is better and less disorienting. However, since there is no way to better sort and organize your inventory, the bags or even the slots, it seems like a poor choice. When in fact their choice is fine it just needs to be refined better. Either give us methods to organize our inventory or change it to adding Slots instead of bags. I feel like "adding slots" will be hated more than "adding bags" as it's easier to compare it to DD1 (where we got all slots for free). And if we can organize it better than DD1 (which was no way at all) then it will look and feel like a proper change instead of yet another limitation.

Gutu: The rarity is in the color as far as i know

Worn<Sturdy<Powerful<Epic<Mythical<Legendary 
White<Yellow<Greend<Blue<Purple<Orange

I know this. It's not really different from DD1. My issue is with items that cannot be equipped. The rarity colours are changed to RED. So, simply because you cannot equip it, you also don't know the rarity. As I said above, you have to either switch characters or toss it into the upgrade screen just to find out.

Gutu: A lot of info is missing in descriptions  and tutorials, this is because the game is pre-alpha, making a tutorial of certain features that might just be changed would be kinda of a time wasting, however you have small monsters introduction with their function which is pretty cool, and there's also tons of players streaming that will gladly help you, and a wikia under development (+ obviously this amazing forum that people usually get fast replies).

There's only so much a game in pre-alpha should have in order not to waste the developers' time by having to re-do every thing on every new feature introduced or remade. Even so we have some small video tutorials. 

Anyway great feedback man keep it coming, those were just my thoughts of your issues, i totally agree that the hero deck feels pointless... Like a pointless limitation, they take us something without giving anything in return.. Where's my freedom of choice in having the characters i want and playing with them when i want the way i want? :(

I get that things are subject to change, that's fine. Something is better than nothing. If you want proper feedback on actual problems and not people going "How do I sell items?" or "How come I can't switch characters in a mission?" then you have to give them the means.

It's simple, either make it cookie-cutter easy to understand or explain it. Not everyone that plays will be from DD1, DD2 or one of the mobile versions. Even if it's all subject to change, no one says you have to change the tutorial information right away. The reason why it's on my list here is so that the devs and players alike know that I deem it important.

Anyway, until hints, tool tips and tutorials are added the feedback comment remains.

Yeah, no worries man. I'll keep on adding my thoughts until I got no more to leave. Whether people agree or not, I leave up to discussion.

Share this post


Link to post
Share on other sites


[[66574,users]] quote:

Honestly speaking, it's basic controls. After completing Keyboard support and having it work correctly, inputting controller support should've been next (so long as there wasn't a conflict). These games lived and died from controller support. I believe having it in the game sooner would get different feedback then waiting until later. I seriously doubt the coding for it would be vastly different from any other DD game. The true time consuming part would be figuring out how to map all the possible options to the controller. Options which are ever changing because of oddly limiting design choices. I'm not a fan of waiting and listening to companies "claims" of things as of late. As of this year alone, many companies have made a lot of claims and having backed none of them up. Then there is the large amount of broken games released as well. So please excuse my mindset.


The devs are putting an immense focus on it when building the PS4 version. The reason they haven't simply put one in is they want to make sure it is right for the UI. If the UI feels clunky using a controller, then it isn't a good UI for controllers and they want to avoid that. They would rather have a good flow/usability rather than just throwing it in to have it. In the latest dev stream, they talked about this as well. Don't worry. They are on it.

Share this post


Link to post
Share on other sites


Rudy06 quote:The devs are putting an immense focus on it when building the PS4 version. The reason they haven't simply put one in is they want to make sure it is right for the UI. If the UI feels clunky using a controller, then it isn't a good UI for controllers and they want to avoid that. They would rather have a good flow/usability rather than just throwing it in to have it. In the latest dev stream, they talked about this as well. Don't worry. They are on it.

Hmm, well I'll have to take your word on it, although that sounds far too much like "at their convenience". I've played games where there was no UI for controllers and I quite literally had to guess all the buttons required to do whatever I wanted and you know what? I still did it. But the thing is, a UI is just a different displayed image. Besides, UI has never really been Trendy Ent's strong point. I find the gameplay was better than their UI design.

Heck, the UI for NON-controllers is pretty bad. Large images everywhere, constant amounts of information lacking from all sources, fussy menus, extremely bad mission complete screen that doesn't even correctly display information. I could go on and on but I won't, I'll save it for another feedback part.

Just chalk it up to a Controller fan wanting to enjoy it their way. Because even knowing that it's in the works doesn't make me happy. Why should it? I'm going from one game where the PC controls were pretty terrible but the controller support was great to seemingly the opposite.

Share this post


Link to post
Share on other sites

Here is a link in the Dev Stream to where they mention controllers, just so you can hear their words on it. =D


https://www.youtube.com/watch?v=RTdT8Fd3jUE#t=17m30s

Share this post


Link to post
Share on other sites

After looking at the size of yours and mine, I'm starting to get the feeling its pretty much not limited for about 10,000 words or more even.

[[66574,users]] quote:

Obviously more to come. Hmm, I wonder what the character limit of each post are.


Share this post


Link to post
Share on other sites


Ed94 quote:

After looking at the size of yours and mine, I'm starting to get the feeling its pretty much not limited for about 10,000 words or more even.

MasterOfLazyness quote:

Obviously more to come. Hmm, I wonder what the character limit of each post are.


I did a very quick Copy and Paste test in one of the comments and found that you can have AT LEAST 44,801 characters (7,841 words). That did not appear to be the maximum. So I think we will be safe for a while.

Oh and before I forget, there is a maximum. The forums completely blanked out the post after it became multiple pages long.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...