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Everything posted by Alhanalem

  1. The primary reason the mana is strewn around the map is so that when a player first visits the map they're required to essentially explore the map- Chests are typically placed near places you might consider defending (at least as a new player). This is in place primarily for the benefit of the person playing the map for the first time rather than the veteran who knows everything already. (It's worth noting in DD2 they recently removed this mechanic and just give mana directly to the player after each wave because of feedback + they didn't see it as valuable enough to retain). I don't care one way or the other in all actuality, I'm just making observations. (The new map I'm working on will only have one chest for mechanical reasons, but this isn't an endorsement of applying that to all maps, which by the way would result in an absolutely ginormous patch)
  2. Even when they weren't as good, I did like using them just because they were fun to use, crazy spammy action is entertaining. :D
  3. "Someone and 72 other users replied to a thread you track" *clicks* Oh, it's this thing. I guess that kinda gives away how often i've been checking the forums recently lol... I'm so bad.
  4. To my knowledge there is no special meaning of this. There is no ARG (alternate reality game), secret meaning, or anything for the number. We're adding accessories in each update so the number that exist is not fixed, and the other examples are coincidence.
  5. This forum seems to be full of unban requests, so in the interest of avoiding more, here is a quick reference. Please do not make threads asking to be unbanned. They will be locked. If you any further questions, the Players Helping Players forum section is the place to ask! How did I get banned?There are two kinds of bans: VAC (Valve Anti-Cheat) bans and Trendynet/Ranked bans. VAC bans are the result of known cheat programs/hooks/other tools that can be used to mess with games. VAC bans are game specific and only restrict you from playing on VAC-enabled servers (All online games are VAC-enabled). The only tools explicitly authorized for use with the game are the game's editor (DDDK) and the steam workshop tool used to launch the editor and upload things to Steam Workshop. Be aware that VAC bans operate on a delay system, so you won't be easily able to determine exactly what triggered the ban. They do this to make it harder for hackers to develop ways around the system. Trendynet/Ranked bans are the result of various rule infractions while playing Ranked games. While some of these infractions can also result in a VAC ban as well, others may not. These infractions may include but are not limited to duplicatiing or modifying items, Running a paypal shop, buying anything from a paypal shop, or trading in or otherwise knowingly purchasing modified items.If you are VAC (steam) bannedThere is nothing that can be done. Valve will not lift VAC bans under any circumstances. You can still play (and cheat) to your hearts content in local play. If the Play Online button is grayed out, it may be due to Steam Community maintenance, so you can check if you are banned or not you by reviewing your steam profile. If you are Trendynet (Ranked) banned only You can visit this link and ask about your situation: Trendy Support However, usually, unban requests won't be honored. If you are certain you have reformed you can consider getting the game on a new Steam account (or use Family Share to play the game on another account), but if you are using tools or attempting to cheat or knowingly purchase hacked items you can expect to get banned again. So please don't do it.
  6. I'm pretty sure the mobile version was essentially a tech demo.
  7. Your only option is to play on a new steam account. Bans can't be reversed.
  8. I didn't realise ToW had a performance issue. I've played a bit of the survival, only up to wave 23 though, and wasn't getting any lag, just the usual 25-45FPS. Is it really bad past that? edit: Lag as in, so little FPS you can't roll properlly, like on PI, TL and MB. The performance tanks most on ToW when looking down the hallway between the north and south crystals- it's the most open part of the map with the most stuff visible, including multiple water planes. The water actors themselves can't be tweaked much more without ruining their apeparance, however, we could disable the effects entirely on low detail settings.
  9. I believe that this "bug" might actually have been a poorly implemented design decision. "Max chain length" better reads as "max segment length" or "max distance between targetts". The "bug" is really that our endgame stats have reached a point where the number of times it can chain and the max distance gets stupid. Personally, given that this behavior has been this way for a very long time, I'd rather tweak the damage output with the current functionality rather than change the functionality. I mean, if it doesn't have drastic implications as stated I'd be okay with it, but I imagine quite a few ppl would be opposed.
  10. I think it would be a tiny, tiny edge case where having a line of sight check on the explosion had any measureable impact elsewhere in the game. Most maps don't have paths with the sort of arrangement that would Those edge cases might include a low rock or bump in the terrain somehow shielding a defense from an explosion, but I'd estimate it to be an extraordinarily rare occurrence. Of course, we will do some testing on this, though.
  11. While we can potentiall fix get out of the map stuff, it can be a significant amount of effort. It would also result in a gigantic patch, particularly if we fixed more than one map at a time. If you find something that really trivializes completing a map though, we can look at it.
  12. Seperate issue with same mesh. The mesh has "Accepts Decals" set to true.
  13. I believe the godray mesh may be colliding the aiming reticle or traces. We will look into this.
  14. We can add a line of sight check to the kobold's explosion, which will prevent any cases of them causing damage to objects on the other side of walls/floors/etc.
  15. VAC bans can't be reversed under any circumstances. VAC banned players can still use Open and Local modes to play. If it's not a VAC ban, it is generally because the player obtained ridicuously hacked items, whether they did it themselves or got them from someone else. If something looks way too good to be true it probably is. Unfortunately they won't do anything about such bans either. In some rare cases where items are only slightly illegitimate and you can demonstrate that you had no way of knowing there have been a few cases where second chances were given, however don't hold your breath. If you were VAC banned and you truly believe you did nothing wrong, it is highly advisiable that you at least scan your computer for malware, but ideally the best thing to do is reset/reinstall Windows to ensure that no traces of any cheats/programs/etc remain before attempting to create a new aco*** or rebuy a game, because if you don't do that you could just banned again.
  16. you can't get in trouble for asking ppl to leave or kicking ppl from a game.
  17. We may be able to address how the script picks targets to recieve the damage, so that any case of a kobold blowing up won't harm things on the other side of geometry. Otherwise, we can slightly re-position the crystal to make the probability of this happening much less likely.
  18. I'm pretty sure Orcs and Ogres are rarely used because they move off of buff beams when they swing. JitB would be too powerful if it could both knockback and do significant damage to ogres. I would strongly prefer that it knockback ogres as opposed to doing any significant damage. We already have towers that do that. Currently though, nobody uses them outside of people who create a jester as one of their first characters. That was one of the pruposes of it, of course, but I would like to see them get some use. The damage is obviously not high enough to be compelling, and like I suggested, I'd like to take more of a utility approach, which is why I suggsted tuning up the knockback. Unlike bouncers, jack in the box only goes in a single direction, which is part of the reason they were granted the special ability to push ogres around- but the rate is pretty low and the amount of knockback isnt great because we were concerned it might be OP (especially if you could easily knock them into the lava). But I'm thinking maybe we erred too far on the side of caution.
  19. Honestly minion stacking is pretty harmless. I don't see any reason to change anyhting here.
  20. Fish wyverns go after it, which they are supposed to be able to do since it is in water. I will not change this. However- Kobolds shouldn't hit the core through the floor but I'm not sure if/how I can prevent this. In fact in general kobolds shouldn't be able to hit things on the opposite sides of walls/floors in general. Adjusting the height at which the core "floats" may be able to address this though.
  21. physical beam doesn't need changes. As noted, physical beams still see some use late game. While a cheaper wall shouldn't have as much health as a more expensive one, the magic blockade does little of value past a player's initial campaign run since its special attribute is negated by aura stacks, so it should really have nearly as much HP as the 3 DU alternatives (which themselves should also have more HP other than the physical beam) I don't know if this would be difficult to do or not but perhaps enhance the Magic Barricade's effect to reduce the damage dealt or attack rate of the enemies that hit it. The orc summon was also intended to be something of a moveable wall, however they are mostly ignored because they lack range. I kind of think something should be done for these because currently people would rather just use archers and mages (maybe spiders) exlcusively. The jack in the box is also pretty expensive considering its limited coverage. It does have a unique ability in being the only defense that can apply knockback to ogres; however it doesn't always do this- I thought it would be too powerful otherwise. I had the following idea for the JITB: -buff HP in line with buffing the HP of other walls. -Increase rate and amount of ogre knockback -Limit the attack rate of the tower substantially but have it really send the enemies flying (edit: we're talking about distance, not damage) The one carveat to all of this: Buffing all blocade's HP will likely make the early game drastically easier. Does anyone have a problem with that?
  22. Due to the constraints on what we're able to do, the most helpful thing to us would be unreal engine experience- UnrealScript scripting and general Unreal level design/editor experience. We have the ability to add members of the community who have a skill the team needs. Get in touch with DDace who has already responded to this thread. If you have something the team can use you can be sure we'd love to have you. [[51772,users]], for clarity, the DDDK doesn't include source code except the unrealscript for the actors/objects/etc in the game. We can't make changes to the engine itself (i.e. C++ code) nor core engine scripts which are at least partially obfuscated behind C++ code.
  23. "Hello, I have been an active player for many many years, first on xbox and then PC. I was wondering if there's a specific reason why you don't make the game open-source kinda." The simple answer here is Trendy still owns the game. They have just granted us permission to make changes to it. Those changes still have to be vetted by Trendy who can ultimately decide not to do it if they don't want to, since only they can upload the builds to Steam.
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