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pigboy

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pigboy last won the day on June 2

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  1. YES YES! Raining Kobolds, Raining Ogres...well, I guess they kinda already get rained from the copters. How about goblins riding wyrvens (which makes the wyrvens fly around with more agility) while the wyrvens carry kobolds? I like the idea of being able to customize your map and mode however you want -- Play your Way. If the ability to have a dozen or more different map modes able to be checked on and off is possible (like it is with HC and Mixed Mode, Survival, now), you can have as much fun crafting your map experiences as you do crafting your heroes and towers. This just adds to the depth and replayability of DD. Play your towers your way, play your hero your way, and play your map your way. I think it'd be nice to have a Phase-less mode - where waves keep coming without a build phase...once Wave 1 enemies are done spawning, Wave 2 starts immediately. Or even have the option to hit G in this mode and start Wave 2 in the middle of Wave 2...or Wave 3...etc. Could allow for some speed running. I think a Uber HardCore mode (Hero permadeath in the Map, 1 hp on Core) with a warping Core and random raining kobolds (happens randomly with warning) -- would be a fun challenge for the veteran player. Anything that makes the player rethink how to approach at map that they may have played 100 times before....keeps us on our toes :)
  2. Good idea -- but maybe some of this info could be placed in the Mini Map? Usually it's faster for players to open the mini map while dps'ing to see overview of mobs and tower health. The health bars could show up in the mini map by the towers (or blink diff colors based on damage level). Also, part of getting good at this game is watching the towers without having to point to them to tell others to watch them.... comes down to just having good teammates that are experienced players.
  3. Have you considered that the challenge doing it solo is that you might have to place towers across multiple waves? That's how it was done in DD1.... If you can't do that -- you need to improve your strategy or stats.
  4. That's a good idea Bat! I know on my favorite TD on mobile - Bloons TD 6 - they have user submitted maps that you access by typing a code. I think having player submitted challenges would be awesome! Imagine a mod mode that allows you to check off different settings -- like removing enemy types, # of waves, HC, restricting heroes or traps, having a time limit, maybe even choosing core location. Then you save the custom map and it generates a code that anyone can input on their game to access the custom map. Fun! Heck even like Mario Maker -- you could have a ranking system to rank maps so you know if the map is worth playing (and weeds out bad maps), maybe a "campaign" that lets you play several mod maps in a row to earn special loot. Yeah, self-imposed challenge modes that you check off in a box -- like HC or Mixed Mode - are what give DD replay-ability and keep us grinding. That's why I'm hoping CG adds more of these modes that can be applied to all maps. For example -- a HC, Moving Core, No auras, Melee only modes applied all at once all on Deeper Well Massacre difficulty. That would make people really have to think and work hard to get through. Which is what's fun about DD -- you plan your build based on the current map/mode/enemy type/etc. Keep mixing up the different modes and let us combine the modes for more challenge!
  5. Not many things wrong with this release. DDA isn't an insult to DD1 -- unless CG turns it into DD2 or doesn't bring in most of the DD1 content. DDA has been release for 7 days. If you fail to see how similar DDA is to DD1, and not an insult to DD1, then perhaps you need to play more DDA.
  6. Yes! I know we'll see more loot and maps and characters -- but it's the variation in HOW we play that will keep DDA going. Like I said, if I can play the first map of the game, Deeper Well, 15 different ways and each way makes the map new again, that will make DDA a success. The loot will come from playing all these game modes/challenges. We'll invest more time in DDA, and wish we had more time to invest in it. Great loot and cosmetics and achievements are worthless if I have to play the same way on the same map 100 times to get the loot/cosmetics/achievements. Boring, and burned out fast. But mix it up 15 different ways for each map? If there are 10 maps, and 15 ways to play each -- that's 150 different "levels" . Or if there are 15 different modes/challenges and 6 difficulty per mode/challenge per map -- that's like 900 different "levels" So many ways to play -- which is the whole reason to get DDA in the first place. CG could have a "recommended item power/level" on the description of each mode to indicate difficulty -- or even indicate the range of item level drops for each mode to help with farming. CG would also have the challenge of making sure each mode on each map and each map's difficulty scales appropriately --- like Deeper Wells Monster Fest (where the monsters all chase hero, there is no crystal) should be much easier than The Summit Monster Fest. And item drops scale along with the difficulty (harder difficulty and mode = better loot). But the result would be a beautifully crafted level/play-mode design that could be enjoyed for 1000s of hours. I would pay $100 if DDA had all the DD1 maps and then some, plus all these types of game modes/challenges, and all the loot, cosmetics, and achievements to go with it. If they announced it now (say 4 DLC packs with all these things promised) for like $80, I'd pre-order and pay more $$ for the Deluxe edition (which includes a Ogre on a unicycle Pet and some Tower/Aura cosmetics (think - rainbow monk auras, huntress traps replace explosion with fireworks, magic missile tower that shoots paint balls that cover enemies)).
  7. Congrats CG on a successful DDA release. It's how I imagined it would be. But you've wet my appetite....you've created an addict....I am hungry, FOR MOAR. DDA is a drug and I want my fix. I want to know what's going to keep DDA replayable for those that beat Massacre HC and are asking -- what's the end-game? What more is there to DDA? What's going to be unique about DDA that will make those that love DD1 declare DDA as its spiritual successor? Based on the published CG DDA roadmap - all I can expect is console release with DLC1 the year. That's like 4-6 more maps at the most?? Is there more? What's the roadmap to keep DDA from becoming stale, from old maps from becoming abandoned, from new content to have same progression as old maps and boring, etc? I'm guessing 50% of DDA supporters have played DD1 -- so they are experienced with the end-game experience and know what it essential for it to be successful in DDA. I would hope there is MORE to DDA end-game than what DD1 had -- such as more challenges, more play modes, more variations on existing maps, more variations on enemy traits, more active type play styles/modes that keep players at their keyboard rather than AFK. And sure, different ways to AFK on maps -- like a map mode that lets you build fully upgraded towers initially or towers that regenerate HP -- but perhaps enemies regenerate too. DD1 people love the experience of playing an old map for the first time all over again with a variation on the tower defense theme (such as changing difficulty, mode, character) -- DDA has given us that with graphics and a new difficulty and a new enemy, but nothing new outside of what DD1 gave - and in fact is missing some DD1 variations. We want more ways to play the same maps over and over to unlock better loot, more achievements, new cosmetics, without the grind becoming stale. Of course we want more DD1 in DDA, but we also want DDA to be a re -imagined DD1 that adds more to the DD1 experience without compromising the DD1 special sauce. I'm all for copying DD1 and putting it into DDA -- do that ASAP with all of DD1 and you'll roll in the mana bucks. But, then add more to that with DDA besides just graphics and UI and QOL changes. I want more ways to farm the same map that are more challenging, more ways to keep watching enemy spawns rather than AFKing with OP towers, limited time events, unique item collections. that I farm for in enemy spawn groups..etc. I want to be able to play the Deeper Well 15 different ways and enjoy each way as if playing the map for the first time, again. Plenty of modes are possible, like a Deeper Well HC+ (if hero dies once he's out whole map/all waves) Deeper Well Hardcore ++ ( towers and defense units cannot be rebuilt or used when tower is destroyed, and if hero dies he's out whole map/all waves), Deeper Well Hardcore Ultimate (Same as Hardcore ++ but crystal as 1 hp), Deeper Well Boss Rush, Deeper Wells Assault Rush, Deeper Well Ogre Crush, Deeper Well Capture the Kobold, Deeper Well Moving Crystal, Deeper Well Hero Only/Tower only. Deeper Well AFK mode, Deeper Well Spawn Guard (no crystal, enemies spawn from where crystals were, and you have to guard door from where enemies usually spawn), Deeper Well Cosmic Event (a limited time even that impacts and changes all maps in the same way -- like a earthquake that makes cracks in the maps and changes spawn routes and map placements), Deeper Well Race (timed waves and beat the as fast as possible or under time limit), Deeper Well Monster Fest, etc. There could be Map Randomizer where each wave is a different map or even a different part of a larger map (think 1/2 of the Glitter map). Heck, why not have a PvP mode where I can play as a Dark Elf or Ogre against the other player heroes? To be honest -- these are the types of additions that would make DDA better than DD1 -- and make it more replayable and add more value to DDA. If there were only 5 maps to the whole game and we had these selection of awesome game modes -- there would be more replay-ability than adding 15 new maps and only the modes we have now in DDA. When you have the opportunity to take DD1 and turn the dial to 11 with DDA-- what should we expect other than 4-6 maps and console support? What's the road-map to keep us going? I'm afraid 4-6 maps by Xmas won't be much to celebrate. Especially if all we have is Massacre HC mode for the end-game event on each map. Please add MORE to DDA that makes the existing maps new again, that adds variation to the grinding, and please TELL US so the hype builds....please keep my addiction going. Please CG!?
  8. It's the number of defense units --- each tower has an amount of defense units, the more towers you place, the more defense units you use. When you run out of units, you cannot build anymore towers.
  9. I'm fine with having DD2 maps. Bring the bosses, maybe characters. NOT the DD2 loot system--- such garbage. DD2 did suck, btw. Just objective facts. Hence CG's move to DD1 rather than more DD2. And hence all the votes in favor of DDA aligning with DD1.
  10. I think Trendy went downhill when they abandoned the DD1 genre spirit and went to the DDMOBA (!!) and DD2. DD1 was and still is the ONLY GENRE OF ITS TYPE IN EXISTENCE. There is no other game that mixed TD and PvE / Rougelite/ARPG like DD1. Trendy had a monopoly on it. I think Trendy got greedy with the idea of free to play model or DOTA and tried to cash in on micro transactions. This wasn' t want DD was made for and isn't what made DD1 successful. Trendy basically ignored the fact they had a genre monopoly that was successful, and instead switched to something that was an abomination of DD1. CG will make $$$$ if they take the essentials of DD1 and keep them as essential features in DDA. It's really not difficult -- DD1 is the model of success...DDA just has to keep that same DD1 foundation and build on it without crossing in to DD2 territory. If they stray from DD1's essential features, it'll tank quickly. If the ONLY thing they did was copy DD1 exactly, CG will make $$$$. If CG takes DD1 and adds features that build on DD1 (graphics, UI/QOL improvements, more game modes, enemies, loot, challenges, limited time events) then CG will make $$$$$$$$$$$$$$$$$. If they add something like complex gear crafting (beyond what DD1 did) or some new currency for microtransactions -- IT WILL TANK. Nobody wants DD2 -- if they want DD2 they can play that trash outside of DDA. Anyone that wants more DD2 in their DDA is poisoning the well....why do that? CG should have had an intro video on DDA -- where it shows the DD2 universe with the Trendy logo and it completely blows up and erases from existence. That's how much of DD2's content/features should be considered for DDA --- as if DD2 did not exist at all. There is a whole new generation of 10yr old boys that weren't alive when DD1 came out -- INTRODUCE THEM TO THE DD1 experience with DDA. If my first DD experience was DD2, I would have just ignored DDA altogether.... CG, you have to make DDA live up to DD1 in every way possible, and then some. Half your work is done with the available DD1 content and game blueprint -- don't mess it up or compromise it with the DD2 poison.
  11. BUMP I hope they add split screen at same time they add FULL CONTROLLER SUPPORT. This way those of us that prefer to DD with a controller w/3 buds in a living room on the 65 in TV with snacks and beer Friday night, can have a BLAST. DD is meant to be played with friends, and 4 player local split with controllers is so much fun! Holiday Themes, weird themes, weird cosmetics - Trump and Biden character skins anyone?, flipping maps around (reverse maps, upside down maps, maps that rotate as you play. Any limited time events that keep us playing would be awesome. I think a scavenger hunt limited time event would be cool (collect x items to unlock something) or a Hunting event where you have to try to kill a special type of enemy (a orge riding a unicycle that spawns randomly, a golden LOOT KOBOLD, a flying goblin, etc). Any limited event that make replaying old maps/modes, or replaying easier difficulties to be refreshing and rewarding. Imagine a NG- (new game minus,) mode where you can re-start your character with access to all maps/difficulties/abilities/towers and item tiers, BUT YOU CAN"T GAIN XP or Level Up. Your NG- character would get a special symbol or tag to indicate that you're hardcore hardcore (or a cosmetic). I would really like to see a HARDCORE PLUS mode where if you if you die at all, you are out the ENTIRE MAP/ALL WAVES. Or have a HARDCORE x2 mode where when you build your towers, they are locked to the tower points-- so if they are destroyed they cannot be rebuilt for the entire map/all waves. So, you have to not only stay alive, but upgrade and repair your towers to keep them alive. If the tower gets destroyed, that's it. If you die, that's it. Imagine playing HARDCOREx2 on Summit Massacre! THIS IS THE ULTIMATE DIFFICULTY. Please make it happen for the End Gamers, at least :) I think the DD1 player store was ok -- but it got full of fake items/modded items. I think hanging out in the tavern was one of the coolest things --- like looking at people's gear the arranged by size or color in the tavern floor....chatting...all that. It made DDA social and keep everyone in game and playing. I miss that!
  12. 1 - I hope to see nearly all the DD1 maps -- and even some CDT DD1 maps! So much great content to update/remaster that will add tremendous value to DDA. If they could make 6-8 player maps work -- that'd be awesome too! Just release these maps as a DLC in a few phases, like DD1 with the Shards DLC. Easy money! 2 - I would love to see more bosses -- and have bosses show up in maps that were not boss maps (think Deeper Well in Massacre with a Boss!) Or a Boss Rush mode like in DD1. Loved the Ogre Crush in the Castle Armory map in DD1. Imagine that in Massacre HC or with a Boss included! I would love to see Oversized enemies that act like mini-bosses (like Ogres now) -- like a Giant Sharken or Giant Spiders or Giant Orc). And have new cosmetics added to enemies to add different enemy traits -- like goblins with different hats or vests that give new abilities, an Ogre with a Pet that shoots goblins, a Sharken that rides a surfboard over Monk Auras to avoid aura effects, a Djinn that carry a bag indicating they pick up your mana from the ground, instead of you! Or a special Kobold with a Golden Sack on its back that you have to kill before it explodes and it rewards special LOOT! A LOOT KOBOLD! DO THIS NOW! So much potential to make the game more strategic and keep repeatability very high and still keep it in the spirit of DD1. 3 - I would MUCH rather see Stats represented graphically vs textually. This works well for DD1 for all the stats, after you learned each symbol. The tiny stat text is annoying and makes that game seem more like a 4x Civ game, which is counter to the style of DDA. Use the stat Icons in DD1 and put the numbers next to the Icons. Make a sub menu for detailed text based stats when someone wants to stop the game and read it all. Theory crafting is a great part of DD, but it should be made to be as efficient as possible when looking quickly at item stats.
  13. Makes me wonder what CG is going to do from here on out--- to prevent the power creep that happened in DD1 while keeping the new content refreshingly challenging for all players.
  14. How does this compare to going 0 to Nightmare in DD1? Using only the first 4 classes, of course, for comparison.
  15. DD2 sucks. Period. End of story. It's the reason we have DDA. When you mess with the original formula (DD1) you end up dead - which is what has happened to DD2. So much was wrong with DD2 that basically was the poison pill for Trendy as a company. Glad CG took the reigns and focused DD back to its origins -- DD1. DD2 was a mutated cousin of DD that should be left to wilt on the vine and drop off into the abandon-ware pit. All hail CG and DDA!
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