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Update 4 - QoL Suggestions

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Is it possible to fix the crazy slow upgrading on pets that have had mana invested via XP gain?

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When you quit the game and start again later, it saves the selected map and difficulty.  It doesn't save the hardcore setting for some reason.

Make the game save the 'hardcore' setting so it defaults to whatever you had it set to last.

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Plane quote:
When you quit the game and start again later, it saves the selected map and difficulty.  It doesn't save the hardcore setting for some reason.

Make the game save the 'hardcore' setting so it defaults to whatever you had it set to last.

Thanks for posting a suggestion to my request


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@mayhem_zero quote:

Traps should be able to be placed near crystals in the same manner as auras.

I just want to bump this ideas as I think it is the best QoL change in this thread so far :). Taking off all of my gear on huntress just to be able to place a trap near crystal then re-equipping everything gets annoying pretty fast.

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@Dark Dragon quote:


@mayhem_zero quote:

Traps should be able to be placed near crystals in the same manner as auras.

I just want to bump this ideas as I think it is the best QoL change in this thread so far :). Taking off all of my gear on huntress just to be able to place a trap near crystal then re-equipping everything gets annoying pretty fast.

Not that it's an actual fix, but you can do this when using move tower on a jester with zero tower radius.

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@Double Dark quote:

Add a toggle key (e.g. hold ALT) to disable the set bonus of stats when hovering over an item. As it is now, I can't compare armor without taking off a piece of it. If this functionality already exists please tell me, because comparing items can be quite tedious and error prone since removing a piece of gear means it ends up lost in a stash of junk.

@Zurkov quote:

Is it possible to fix the crazy slow upgrading on pets that have had mana invested via XP gain?

@Plane quote:

When you quit the game and start again later, it saves the selected map and difficulty.  It doesn't save the hardcore setting for some reason.

Make the game save the 'hardcore' setting so it defaults to whatever you had it set to last.

@Dark Dragon quote:


@mayhem_zero quote:

Traps should be able to be placed near crystals in the same manner as auras.

I just want to bump this ideas as I think it is the best QoL change in this thread so far :). Taking off all of my gear on huntress just to be able to place a trap near crystal then re-equipping everything gets annoying pretty fast.

All four of these are incredible, and I support each of them wholeheartedly.

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@Plane quote:


@Zurkov quote:It'd be nice if the bosses on Lab didn't get stuck on random walls anytime you don't stand in that one corner. Any player making any attempt to beat it without standing in that one spot and cheesing them off the edge are complicated by the EVs getting stuck god-knows where, to the point where players are effectively penalized for leaving spawn to try to fight them. They already take long enough to kill when you can find them.

I want to fix Lab Assault.  It's easy to cheese once you learn how, but it's difficult for people to do non-cheese strats consistently with DPS because of stuck enemies.  Unfortunately, people are so strongly in favor of keeping it broken I have given up on the idea.

Would it be possible to give the enemy EVs a map icon? It would certainly help to track down the ones that get stuck.

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@Severenger quote:Would it be possible to give the enemy EVs a map icon? It would certainly help to track down the ones that get stuck.

That'd be easy to do, although it's not really a solution.  It would be better to keep them from getting stuck in the first place.

However, as I said in the post you're replying to, I've given up on the idea of making any changes to lab because the pushback is too strong.

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How exactly does one justify a nerf or fix to Lab assault now that it has essentially been castrated?

You can get ToTs or diamonds instead of ++ pets. (which you can also get from ToL, Embermount, and Moonbase camp)

Most everyone farms Moonbase for armor

The accs were removed entirely


I honestly don't get the point of touching Lab either in game or from a development standpoint with a 20 foot pole at this point.

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@Caimen0 quote:

How exactly does one justify a nerf or fix to Lab assault now that it has essentially been castrated?

Basically, it should be fun to play with DPS chars, hunting down and killing the EVs.  Sometimes it is, but they tend to randomly get stuck or end up somewhere you can't kill them (with most DPS chars), so then you have to restart.  The way it is, you can do it 100% consistently with drill cheese, but it's annoying if you want to play it properly.

Anyway, don't take this as a serious argument because I already know people are so strongly opposed that it will never be fixed.  I'm just explaining since you don't seem to understand the opposing point of view.

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Don't really find lab assault to be fun or engaging gameplay, only requirement is an aoe weapon with high projectile speed on a dps character. I'm all for the map getting a rework, or at the very least having armor removed from the drop table.

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Here's a QoL suggestion by Softspokenman from the Steam forums:

We need a lock to disable level requirements if we want
I forget sometimes to turn it down and then friends /others cant join

Original post: http://steamcommunity.com/app/65800/discussions/0/1696043263505458259/

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Can we get a dedicated sound when Harbingers are going Emperor Palpatine on you?

Because you can usually brush off repeated hits, oftentimes you end up with no useful indication that you're in grave peril until you're already losing massive chunks of health.

The sound of taking lightning damage is currently the only way to tell besides the visual effect (which is almost always obscured by all sorts of other stuff), and I don't really like backing away in terror when I get hit by any random lightning enemy. I'm getting traumatized to the point that I have the same reaction on maps with no Harbingers.

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@gow3isba quote:

Will there be a fourth update? 

Yes.  It is being worked on and getting ready for beta soon.  It will not have everything we originally planned due to time but Update 5 will catch what doesnt make Update 4.  :)

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It's probably too late, but I'd like to state for the record that it'd be amazing if we could be allowed to ready for the next level even if the game hasn't finished receiving end-of-level stats.

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@Zurkov quote:

It's probably too late, but I'd like to state for the record that it'd be amazing if we could be allowed to ready for the next level even if the game hasn't finished receiving end-of-level stats.

That's already in for the next patch

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I can't believe the most obvious QoL suggestion is absent this thread. Different loot filtration. Maybe this has been nixed elsewhere?


I'm not asking for much, A very useful and very easy way to do this would be a single UI element checkbox in the options somewhere that simply runs a different check for 'better' loot. I just want it to compare total tower stats versus currently worn item tower stats.

Item on ground has 124 TH, 212 TS, 212 TD, and 200 TR, totaling 748 tower stats. Item worn has 350 TH, 270 TD, and 100 TR totaling 720 tower stats. meaning item on ground shows as better.


The logic behind the calculation for this would be incredibly easy, as far as implementing it into the game and changing the current one, I have no idea.


If you wanted to take this idea one step further, while tickbox is enabled comparing tower stats, ground item comparisons show the total somewhere in their pop up. Please for the love of pete. I KNOW i have thrown away superior tower items to the auto sell after the wave because looking at every dropped item is stupid. 


Much love guys, thanks for hearing me out.

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@MadArkael quote:

I can't believe the most obvious QoL suggestion is absent this thread. Different loot filtration. Maybe this has been nixed elsewhere?


I'm not asking for much, A very useful and very easy way to do this would be a single UI element checkbox in the options somewhere that simply runs a different check for 'better' loot. I just want it to compare total tower stats versus currently worn item tower stats.

Item on ground has 124 TH, 212 TS, 212 TD, and 200 TR, totaling 748 tower stats. Item worn has 350 TH, 270 TD, and 100 TR totaling 720 tower stats. meaning item on ground shows as better.


The logic behind the calculation for this would be incredibly easy, as far as implementing it into the game and changing the current one, I have no idea.


If you wanted to take this idea one step further, while tickbox is enabled comparing tower stats, ground item comparisons show the total somewhere in their pop up. Please for the love of pete. I KNOW i have thrown away superior tower items to the auto sell after the wave because looking at every dropped item is stupid. 


Much love guys, thanks for hearing me out.

You should compare armor updates manually.

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@Manicka quote 

You should compare armor updates manually.

Been wasting hours of time looking through thousands of pieces of garbage every game since January of 2012. I'm just asking for a better pointer.

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@Manicka quote:


@MadArkael quote:

I can't believe the most obvious QoL suggestion is absent this thread. Different loot filtration. Maybe this has been nixed elsewhere?


I'm not asking for much, A very useful and very easy way to do this would be a single UI element checkbox in the options somewhere that simply runs a different check for 'better' loot. I just want it to compare total tower stats versus currently worn item tower stats.

Item on ground has 124 TH, 212 TS, 212 TD, and 200 TR, totaling 748 tower stats. Item worn has 350 TH, 270 TD, and 100 TR totaling 720 tower stats. meaning item on ground shows as better.


The logic behind the calculation for this would be incredibly easy, as far as implementing it into the game and changing the current one, I have no idea.


If you wanted to take this idea one step further, while tickbox is enabled comparing tower stats, ground item comparisons show the total somewhere in their pop up. Please for the love of pete. I KNOW i have thrown away superior tower items to the auto sell after the wave because looking at every dropped item is stupid. 


Much love guys, thanks for hearing me out.

You should compare armor updates manually.

I am not going to manually sort tens of thousands of gear I have seen drop for just 1 specific piece. Its feasible for finding random upgrades, not for finding a specific piece in my opinion. Hence the need for it..

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Then don't. Transcendent armor and above is easy to get and there's not tons of it. Myth and below has no real use.

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You can't assume everyone is endgame. Im leveling some 40-60's right now slowly and upgrading godly and lesser  gear that are still frustrating and many to sort through for the type of piece I want. Its all part of the game that I believe filtering would benefit from. Especially with sloooww characters. I played tons in 2012-2014 and wanted it back then, and I still want it now for quality of life. A filter would always remain relevant through any tier.

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@Manicka quote:

Then don't. Transcendent armor and above is easy to get and there's not tons of it. Myth and below has no real use.

I about 10 to 12 days ago deleted everything characters, equipment and started from nothing for fun. Mythicals aren't worthless. I've seen a mythical where you could almost max 3 tower stats. That's a nice piece of equipment. I have some trans gear already of course, but what about those higher tier mythics that would give me upgrades right now while im waiting for the right trans piece to drop, so i can farm higher maps, and more efficiently? Everything is a step to something else. Mythicals are hardly worthless.

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@MadArkael quote:


@Manicka quote:

Then don't. Transcendent armor and above is easy to get and there's not tons of it. Myth and below has no real use.

I about 10 to 12 days ago deleted everything characters, equipment and started from nothing for fun. Mythicals aren't worthless. I've seen a mythical where you could almost max 3 tower stats. That's a nice piece of equipment. I have some trans gear already of course, but what about those higher tier mythics that would give me upgrades right now while im waiting for the right trans piece to drop, so i can farm higher maps, and more efficiently? Everything is a step to something else. Mythicals are hardly worthless.

Item Filter

Introduction

I whole-heartedly support this suggestion. The challenge of the game should lie in its title: "Tower Defense". The game should be challenging to beat, but not challenging to play. You can definitely tell the developers at one time wanted people to find better gear more easily with the whole "thumbs-up" system, but right now it simply does not fit our needs. A new filtration system, however daunting, would surely make the game more enjoyable to play. I want to feel good about defeating my 27th wave of NMHC Moonbase Survival and getting a really good helmet for my summoner, but I do not feel this way when I spent 30 minutes looking for it instead of 30 minutes playing the rest of the map (the fun part). I believe MadArkael's stat summation idea would work and I would like to add a few more proposals. 

Additional Proposals

Toggleablility

I believe any system added should be toggleable as to not confuse new players that may not care about the gear they get or ones that simply have no need for a sorting system.


General Clean Up

Many of the following suggestions offer a form of "highlighting" (thumbs-up) to make an item that is filtered be more visible. An option to hide the items from showing up on the floor (and/or minimap) would be very helpful. Having 300 items on the ground is not easy to look through or maybe it drops someones frames a bit too much. Whatever the case, a toggleable option between highlighting the good ones and hiding the bad ones would definitely improve this game. 


Material
Because many players choose a certain material and stick to it for the set bonus, a lot of players need to find specific pieces of armor. A material filter (or even color change for each material on the floor) would be so helpful to gearing up different heroes.

Stat sliders
Gearing up a character could be a challenge for newer players (or even returning ones in MadArkael and my own case). A set of sliders that determine which gear would stand out (thumbs-up). If I set my tower hp slider to 300, only gear with 300 or higher tower health would be highlighted. If I wanted a bit of leeway, maybe there could be a lenience number; hence, if I wanted gear with 250 tower health to be highlighted in a less significant manner (or in a different color), I would set the number to 50. (The lenience idea may be far-fetched and unusable, but the slider idea remains steadfast)


Quality

I am sure this has been posted at least someone on the threads so I will make it brief. A menu where the different qualities are listed with check boxes next to them. Uncheck the box and items of that quality are not highlighted.


Closing Statment

All-in-all, we want what is best for the game. This is my opinion and it seems that MadArkael shares a similar one. If anyone has feedback, additional ideas, or arguments for why this may not work, please do not hesitate to reply. I thank you for taking the time to read this and I am looking forward to seeing improvements to Dungeon Defenders.


                                                                                                                                 - Aspiring Guppy

                                                                                                                                             DarkenedFlames

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