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Valiant Defender
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  1. I assume ramster works just like flamethrower (apprentice, not the direct command), which also cannot damage birds.
  2. If it's intentional, it's flawed then. The softcap is way too sharp, and for apprentice and huntress. way too early too. If anything it makes more sense to stagger the benefits such that there're several thresholds.
  3. For Abyss Lord, from 1-100 points we get 162+ hp per point. From 101 onwards we get 9 hp per point. Surely this isn't intentional, as it means there's very little point putting over 100 points in hero health. Likewise for Squire, from 1-100 points we get 160+ hp per point. From 101 onwards we get 12 hp per point. Apprentice has it worse, with soft cap at 15 points: 125+ hp per point before that, 9 hp per point after.
  4. Actually, fixing a database value is easier than fixing the UI. Just pointing out.
  5. you just need to how to place them ;) iam fine with the flamethrower uber. No matter how you place them they'll still be in range of ogre stomp if they're in range of damaging ogre.
  6. Been trying to open a NM1 liferoot map, in both private and public. Timer goes down, it mentions joining a room, and after a while that message just disappears, putting me back into unjoined status.
  7. Given the number of complaints, I wouldn't consider it adequately ready for consumption, and it's definitely not feature complete either. There are milestones implied by their roadmap, they just didn't announce them adequately to us. Nightly builds isn't a requirement, period, especially when there're multiple teams working on a single project, and forcing assets to build so rapidly is more likely to break the software and increase the necessity for wipes. Though one has to note that they DID do almost nightly builds when testing some of these new mods. For note: I honestly think they're hindered by their commitment to minimal wipes, and development would probably go faster if they're not restricted by that.
  8. Also for reference, some features which I deem core and isn't implemented yet: 1) A PROPER MATCHMAKING SYSTEM/LOBBY. Can't stress this enough. 2) A way to adjust tower skins. It's in the feature list for early adopters, thus it should be considered core. Also some things which isn't definitively core but I'd hope is. 1) Complete revamp of uber sphere/skill system, such that instead of equipping an uber sphere to change a skill/tower, you can equip skills/spheres into a skillbar of sorts, directly editing them, and possibly with a limit to the number of towers you can bring to a match. 2) Complete revamp of mod system to allow better diversification of mods for multiple tower setups. 3) A mechanic or set of skills to encourage builders to remain active during a match.
  9. While I appreciate the fact that you even take the time to respond TrendyBrad, it still infuriates me that you and everyone in this community continues to refer to DD2 as being in "pre-alpha" phase. I have been working in technology for nearly 20 years and I suggest you look at the software release lifecycle. https://en.wikipedia.org/wiki/Software_release_life_cycle Pre-Alpha The software is still under active development and not feature complete or ready for consumption by anyone other than software developers. There may be milestones during the pre-alpha which deliver specific sets of functionality, and nightly builds for other developers or users who are comfortable living on the absolute bleeding edge. Alpha The software is complete enough for internal testing. This is typically done by people other than the software engineers who wrote it, but still within the same organization or community that developed the software. Beta The software is complete enough for external testing -- that is, by groups outside the organization or community that developed the software. Beta software is usually feature complete, but may have known limitations or bugs. Betas are either closed (private) and limited to a specific set of users, or they can be open to the general public. Let's stop the smoke screens and illusions and call DD2 what it is, a paid open beta and consider sharing a development timeline with your PAID community. 2,3,4 more years of development... what actually is the plan? If you really want to get down to the heart of the issue, i believe transparency with the timeline is what is needed. I, and others that get frustrated with the repeated 180's by development might be able to take them more in stride if we understood that we were still 1 or 2 years from release. Blix It greatly depends on how you define external testing. There're lots of products which uses external tests even during pre-DEVELOPMENT phrase, but you wouldn't know it's testing based on how it is set up; they usually come in the form of surveys or purely anonymous/unannounced field testing tagged along with existing products (like for instance, DDE to test certain features for DD2). Admittedly their timeline was hazy back then, but their latest blog post about their roadmap gives more details. Granted said details could probably use more elaboration: 1) What do they consider as core features? 2) What is the approximate standard of feature stability required before moving from closed alpha to open alpha, preferably in some measurable form? 3) What do they mean by "core feature work is mostly complete"? I'd infer it to be the bugfixing and balancing being mostly done, though a direct clarification would be nice. 4) And of course, a rough gauge of time required for each phase, preferably with specific features being named for key datelines.
  10. I feel like I'm getting 3x explody swords (on apprentice). :P
  11. Why would you think people even be multiboxing at all? I think Multiplayer bonuses makes sense since it encouraging co-op. If multiplayer gave bonuses, a solo player could multi-box, putting 4 players in their team while only playing as only 1, in order to get the multiplayer bonus.
  12. How much temp inventory did you get? How long did it take for you to sort out all the petfoods/eggs (if you bothered with that)? Heck, how long did it take to begin with?
  13. It's trigger radius, the game shows this multiple ways such as range spheres only effecting trigger radius & the circle gets bigger with them on thus it's trigger radius. Blaze Balloon also shows trigger radius so it'd only make sense other traps did the same. I'm assuming Pachipachio has trap range on their helmet & that they use range spheres to get the trigger radius that large, it's also elemental chaos which has a larger radius then regular explosive traps. Though I'd not really put blaze balloon in the same category since it functions somewhat differently from normal traps, but yes, tested and I severely underestimated how short distances are. (which on hindsight just shows how much flamethrowers desperately needs some form of damage reduction from ogre stomps..)
  14. Multiplayer bonuses makes no sense. A solo player can effectively get the multiplayer boost by multiboxing, if it was implemented as such. It would only make sense if multiplayer is made more difficult, but in that case, why not just make it a higher difficulty so that solo players can enjoy said difficulty without multiboxing?
  15. Boost also provides more HP to dummies, and further boost frost-boosted defenses.
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