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Ratiasu

Suggestion: Modular walls a la EV1

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I'd love it if for example we could place the barricades and apprentice walls in sections, and each extra section to cost a tad bit extra DU. Basically the same system the EV had with her reflect beams and walls in DD1. It would really take away the frustration regarding needing to spend more DU because theres a minuscule gap, or leaving it and playing Russian roulette with lady orcs.


As for the skeletons being spawned underneath the barricades - can't Trendy make it so the skeletons get pulled a bit towards the mage every time they get resurrected? Like right before they receive their hitbox and initiate movement?


And please consider matching up the visuals of barricades with the actual hitboxes. This means that the models shouldn't get larger after upgrading either... Unless the hitbox actually increases as well, which would not be optimal game design.

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@Ratiasu quote:

And please consider matching up the visuals of barricades with the actual hitboxes. This means that the models shouldn't get larger after upgrading either... Unless the hitbox actually increases as well, which would not be optimal game design.

This might present problems with some types of blockades with more complex visual models like the skeletal orc and the world tree.  However, it would be really nice if all blockades had an indicator on the ground to show exactly what area they block, similar to the range indicator of other defenses.  This means some of them would need two indicators since they also have an attack range.  Then again traps already have two distinct ranges; I've been complaining about the lack of a damage range indicator on them for close to two years.

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@tdb quote:

This might present problems with some types of blockades with more complex visual models like the skeletal orc and the world tree.  However, it would be really nice if all blockades had an indicator on the ground to show exactly what area they block, similar to the range indicator of other defenses.  This means some of them would need two indicators since they also have an attack range.  Then again traps already have two distinct ranges; I've been complaining about the lack of a damage range indicator on them for close to two years.

You can already figure out the area which they block by brushing against the blockades, and seeing if you're able to walk through the cracks between your walls. If you can walk between the two walls, then the monsters can too.

The same technique was used in DD1 as well.

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@jaephen quote:
@tdb quote:

This might present problems with some types of blockades with more complex visual models like the skeletal orc and the world tree.  However, it would be really nice if all blockades had an indicator on the ground to show exactly what area they block, similar to the range indicator of other defenses.  This means some of them would need two indicators since they also have an attack range.  Then again traps already have two distinct ranges; I've been complaining about the lack of a damage range indicator on them for close to two years.

You can already figure out the area which they block by brushing against the blockades, and seeing if you're able to walk through the cracks between your walls. If you can walk between the two walls, then the monsters can too.

The same technique was used in DD1 as well.

Monsters have a smaller collision detection box than the player in DD2 (this wasn't an issue in DD1, that I know of). They can squeeze through holes we can't.

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