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Pixelmancer

Junior Defender
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Everything posted by Pixelmancer

  1. So happy to hear this news, because it was obvious to everyone Dungeon Defenders III was always going to be waaaaaaaay more awesome than a mere logical number sequence would allow! I am HYPED to find out the groundbreaking, emotional, and immersive storyline of our amazing protagonist Stratocumulus Altercation! Smooches to the team on this totally serious day
  2. 1. Will players be strongly incentivised to play in multiplayer as is currently the case with DD2 (by which I mean the higher XP and extra legendary drops that MP gives), or will singleplayer and multiplayer in DDA be a more even playing field? 2. On a similar note, are you balancing DDA toward us being able to experience all of its content solo, or will multiplayer be effectively a requirement for beating whatever content becomes "endgame"? I'd definitely prefer a game I could play solo when I want to without feeling penalised :)
  3. I'm not really a fan of negative stats and I don't see it would take anything significant out of the game by removing them. You're still completely at the mercy of RNG as to what positive stats you get, and you'd still have to make tradeoffs in deciding how to specialise. EDIT: To clarify, I agree with Aheadatime that if negatives are removed, there should be a limit to the number of stats that can roll so that you don't end up getting positives to everything.
  4. A few things I'd like to see - If, like DD2, there will eventually be several different game modes after campaign maps, please let the game be clear on how you can smoothly progress / improve your characters, perhaps with something like a "recommended activites" screen. If DDA has an equivalent of DD2's Champion Score then this could be factored into that. Make rare loot easy to identify, perhaps with rarity icons in addition to the usual spectrum of rarity colours. It's been years since I played DD1 so perhaps this was changed, but I remember finding it hard to filter out the absolute top-tier rarities / ultimates / whatever in amongst all of the other stuff that tended to drop. I'd like to be able to complete all of the game content without relying on multiplayer. I don't mind grinding, but maybe cut us some slack in terms of having easier ways to level up new heroes. It'd be great if each hero you have that's at or above a certain level, say 50, added maybe 25% bonus experience to new characters until they also reached that level (with a cap of maybe 100% bonus). That's all I can think of for now - maybe more later ;)
  5. Aye, thanks for the suggestion - there is a UI scale slider in the options and I'd already tried fiddling with it, but unfortunately it doesn't affect the inventory UI at all. :( It looks from someone who's reported this on the bug tracker that it's only a problem when playing with a screen resolution that is vertically larger than 900 pixels, but it really goes without saying that things should "just work" regardless of the res you're playing in.
  6. See this video: https://www.youtube.com/watch?v=X3dkSIIMc_4 I'm a PC user playing with mouse and keyboard. Screen resolution is 2560 x 1440. Is there some keypress to make this easier? Even if there is, the UI should handle mouse selection flawlessly, and not hide options because they overflow out of the inventory area. Please could you look into fixing this glaring UI bug! EDIT: I see this is probably best reported as a bug on the separate bug tracker site, which I've just done.
  7. https://dungeondefenders.com/2/topic/126404/patch-74-notes-and-discussion Fixed a texture streaming issue that was causing the game to always crash on 32-bit systems. Unfortunately, this made loading screens blurry for all users. We have faith our 64-bit players will accept this temporary loss in loading-screen fidelity to assist our 32-bit brethren in defending some dungeons.
  8. Yep, getting into taverns or starting a map is really slow tonight... either the servers need some more hamster power or something in 7.4 has broken the rubber band ;)
  9. Have spent the past few evenings having a pretty good time with the game. I'm currently at the tail end of Hard Freeplay getting my first hero (mage) towards max level. I may manage that tonight if I'm lucky. :) Some feedback: I didn't find it very clearly signposted that I should move on to Free Play and harder difficulties after finishing Campaign mode, although perhaps I just entirely missed the info for it. A small reminder of some kind on the war table screen might be useful after finishing the campaign for the first time.Quest-related stuff is a bit annoying - dialogue is fine and dandy but I can read fairly quickly and it would be nice to have some way to clear it off the screen faster. Automatically showing the "J" quest window every so often is also something I don't like - I can see quest status updated on the right-hand tracker, please don't take over the entire screen just to alert me. :PLoot and inventory management is awkward and really could do with a rework. I made some suggestions for the inventory screen UI here. I agree with what others have said - the game would benefit from stuff like a filter for what rarities of loot appear during the game, and perhaps some method of auto-selling items of certain rarities whenever you interact with the forge. Also, how about a "vacuum nearby loot" button to prevent buttonmashing? :P Although I'm going for a tower spec, from levels 10-45 there doesn't seem to be much of a variation in viable weapons for mage - once you get a staff from Betsy, you're set. Talking to a few people I played with I got the impression that this changes in the NM difficulties - hopefully that's right.Not convinced about the method of upgrading items, but I've only recently got access to it, so I'll reserve judgement on it for now...I can definitely see that certain decisions about game systems have been geared toward the F2P nature of the game. For example, I could understand that Trendy want to gently encourage players to buy extra bags, so adding the item stash from DD1 or making it too easy to keep your bags uncluttered would be bad for their longterm profits. The item upgrade system using other items also sort of ties into this. DD2 makes certain aspects of DD1 feel very clunky - but the knife cuts both ways, as some things were better in DD1. Sadly, the culture of gaming has changed, and I'm a bit anxious of how the F2P model will ultimately drive the game's development... but with all of this said, I've still been having fun, and have my fingers crossed that I'll continue to do so as we move towards beta / release!
  10. I've only recently joined the game after the recent wave of email alpha keys were sent out. A bit too early for me to formulate any solid feel for the game yet, but I do have a couple of suggestions for the inventory interface, since it's a place you'll spend a fair bit of time as you develop your hero. Please give us an option to remove the item tooltip delay and fade. If I am using the Forge to check which items might be upgrades for my hero, even if I first sell the ones that I know aren't useful for my build, it's still a bit irksome to hover over an item icon for a moment, wait for the fade-in, check stats, move to another item, fade-out, delay, fade-in... and so on. Pretty much any game with significant loot management - any ARPG you'd care to name, really - has instant tooltips without fading. Consider making the bag "Configure" options more accessible, or iterate it out entirely. I wonder if you really need that button at all - it doubles the number of clicks you need to do anything. A button or icon to rename a bag could appear as you hover over / select the titlebar of the bag. Using this button would take you to a textbox for the bag's name as well as the list of bag icons. With those two options removed from the Configure button, you could then replace Configure with the Sort dropbox, like so: (EDIT: Oops, forum crops images, fair enough. Here's the full size image.)
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