Jump to content

Disciple

Defender-In-Training
  • Content Count

    375
  • Joined

  • Last visited

    Never

Community Reputation

0 Neutral

About Disciple

  1. Trendy Reply Update: Thank you so much Trendy! You're all the best! Everything is cleared up for me. I feel my post is no longer relevant except to those interested in what spurred this confusion. Thanks again! GO MERCENARY! Intiative report vs Influence and Devstream Reports - Contradictions and Interpretations This will be a stream-of-thought post as I do not have the time to organize all of my points, and the intiative is also on a fixed timetable. Trendy may want to reset the votes after this post if others are reaching the same conclusions as I was and voting possibly in the wrong category. The problem: the Intiative report can easily be interpreted the wrong way IF the video reports are speaking Trendy's actual intentions. Option 1: Mercenary This option allows players to choose once, at the beginning of a session, what kinds of rewards they will get. They will get paid in their chosen loot at the end of each 3-5 wave round, and the rewards will improve with each round completed. The first keyword is WILL. This word asserts a 100% probability. If you want to use less than 100% chance, you use the word MIGHT, MAY, or MAYBE. Wave-rounds. This may well be where everything gets thrown off. When I first read 3-5 wave round I thought to myself "Trendy has not decided how many waves it will take to have one round completed." In comparison to DD1 where you had a reward at wave 15 and wave 30, depending on the DD1 map, I got the idea they plan to reward us every 3, 4, or 5 waves to be determined at a later time. Any subsequent use of the word round will carry this 3, 4, or 5 wave possibilty. Option 2: Expeditionary This option will allow players to choose from a set of reward options at the end of each completed round. The options will be randomized and the rewards will improve with each round completed. Here we have two complete statements using the word round and not wave. Therefore to maintain the context round does NOT mean wave, and both Mercenary and Expeditionary are being rewarded with a chest on the same wave completion. Before moving on I have to make the point we have a separation of the two ideas with a constant within both of them. Same wave rewards - Mercenary chooses one category (armor, weapons, etc.) and that's all they get (remember 100%) - Expeditionary can contain any item from those categories, but because you have so many rolls on the items you have a higher chance to get the exact stats and special stats you want on an item, but maybe the wrong category. In both cases you still have a chance to get a useless item. Important Note about both options: The rewards will still be random within each chest category, with quality being determined by the number of waves completed. Random! For Mercenary: if you choose weapons then that means you could randomly get a bunch of weapons for a class you do NOT want them for. If you choose armor you could randomly get a bunch of gloves when all you want are chest rolls. If you choose pets you could get a variety of pet types when all you want is a single type. Expeditionary gets more random rolls thus increasing the possibility of perfect stat and special stat rolls but maybe in the wrong item type. Quality determination is logical. If you can complete 10 rounds, you don't want rounds 1-5 to give the best loot as no incentive would exist to continue pushing forward to round 10. There will be no difference in the amount of rewards between each choice. So the number of items you gain will be identical. Just one item at each round completion for both Mercenary and Expeditionary. Hopefully you all understand how I interpreted the Initiative Report. So I get the idea I got this all down. I cast my vote for Mercenary, submit a reply for the report, and along comes Kagetane Hiruko, who I love so much because I never would have realized the problems here if it wasn't for you, saying I got it all wrong according to what the Devs are saying in the videos. ...if you watch the dev stream that said that if Mercenary wins the choice that you make on what you want to drop, makes it more likely for that to be the reward, they didnt say it was 100% more likely... WAIT, WHAT!?!?!?!?! At this point I'm fuming inside my body. What do you mean the Devs are saying things are NOT 100% chance for Mercenary. I had to go back and reread everything, including the box in which I voted. Here is what the box says: Mercenary Lock your reward category (Armor, Weapons, Eggs, Gold, etc) at the beginning of the session. As each round is completed, you get a chest from your chosen loot category. Lock reward category at beginning session. As EACH round completed, you get chest from YOUR CHOSEN category. HOW CAN ANYBODY INTERPRET THAT TO SAY ANYTHING OTHER THAN 100%???????? First is the Influence Report, then the Devstream 12: https://youtu.be/5ltx0Wiz1NU?t=6m20s https://youtu.be/B_uB6-I0Mww?t=9m35s At this point.... I am completely baffled. I thought we would be getting something like the Kadala merchant from Diablo 3; everything in the report is pointing to that similarity. Now I'm here because I watched the videos, and the videos and reports are contradicting each other. For all of you that voted did you get the same interpretation? I understand it's possible to get the same interpretation but not want the Kadala merchant coming to DD2, but did you get that same interpretation? There is still randomness with Kadala but it's in a chosen item category. Devs, please make it like Kadala. I'm done now, what do you all have to say?
  2. I'm getting the same error as well. At the home landing page after I click sign-in at the Steam site the address bar at the top shows this "?error_code=already_linked" at the end of it. Please fix soon as this error prevents the earning of Influence points.
  3. Disciple

    XBOX

    Well I do remember them having major issues with updates on the Xbox 360 and the PS3 for DD1. They loved Steam soooo much more because they could push updates quickly and free-of-charge. I imagine PS4 is going that free-of-charge route, but don't quote me on it. I believe I heard it sometime around when I was following the game Warframe and how Warframe would be PS4 exclusive.
  4. I'm surprised nobody has covered this already so I guess I will: your drop average is just simply rng. When you have counted 1,000 drops, come on back and we can talk then. :-) Someone correct me if I'm wrong, but assuming equal amounts of totems and medallions are supposed to drop wouldn't the odds of having 3 medallions or less drop out of 18 possible medallions/totems be...... 0.24%? I thought this imbalanced droprate I have seen was worth the post because I know the odds of this happening is so low. I'm looking for others to confirm that too many totems are dropping compared to other relics. If I said I got 15 totems and zero medallions would you tell me that's rng too? Cause that's a 1/32768 chance. You don't need 1000 drops to disprove rng in situations like these. What you need is a confirmation from Trendy.
  5. I'm surprised nobody has covered this already so I guess I will: your drop average is just simply rng. When you have counted 1,000 drops, come on back and we can talk then. :-)
  6. Took 3 logouts and logins but it finally placed me into a functional social tavern. The other tavern had rubberbanding but it wasn't the typical kind that would yank you back every couple of seconds. It took a really long time for it to pull you back, and the pull was only a fraction of a second. I was unable to access anything or perform any actions.
  7. Steel yourselves, this post is going deep into the heart and soul of Hero Decks. If you have not the time to give refer to the shortened TL;DR at the close. ENTER HERO DECKS About 9 months ago Trendy put forward the plan of hero decks, a brand new system for Dungeon Defenders 2 regarding which heroes you may carry with you to the battle lines against the host of enemies bent on the destruction of Etheria. The blog post contained some of the postives and negatives of the original hero selection system from Dungeon Defenders, and Trendy’s basic reasoning to give Hero Decks a whirl with DD2. You may find the original blog post here: https://www.dungeondefenders.com/2/blog/108079/dungeon-defenders-ii-hero-deck Dungeon Defenders II: Hero Deck In the first Dungeon Defenders, players could swap between an unlimited number of heroes during a match. This had several benefits, including the ability for individuals to access more than just one set of defenses. It also encouraged players to create multiple heroes -- and sometimes specialized versions of the same hero -- to use in a single match. But this system created a few issues. Leveling multiple heroes became the only way to play -- you couldn’t complete the late-game content using a single hero. In addition to this, it discouraged true, four-player co-op in which every player has the chance to contribute to the build strategy. Instead, designated builders would bring in their heroes and tell other players not to take part in the defensive setup. Ultimately, we want players to embrace the strengths of their teammates. We also want to make it possible to complete the entirety of the online co-op game with a single hero, if that’s what you desire. To facilitate this, we’ve created the Hero Deck, which plays up the positives of the DD1 system while fixing some of the key issues. The Hero Deck lets you bring a selection of heroes into battle. At the moment, players can add three individual heroes to their deck. Just like the first Dungeon Defenders, you can go to the Forge to swap between these heroes during the Build Phase. And your ability and defense mana now transfers between heroes when you swap, so no more dropping mana on the ground and cursing when someone walks by and swipes it! The Hero Deck has encouraged teams in our Defense Council to develop strategies that involve all players, not just a designated builder. We’ve watched players use our revamped Ping system to ask each other to build blockades, auras, towers and traps, which is something that was rarely seen in DD1 public matches. The Hero Deck is still in the early stages of development, and it’s already sparked some great discussion among our Councillors. For example: What if you’re playing solo and you want to access every defense and hero combination? Or what if you’re playing with friends, and you want one person to build everything like in DD1? We’re still working on how the Hero Deck system will address these concerns, but this feedback and perspective is invaluable to us as we move forward with development, so keep it coming! How do you feel about the Hero Deck system? Let us know in the comments below, and you could win a seat on the Defense Council and a chance to try out the Hero Deck for yourself! The remaining blog post omitted since it is off-topic. According to the reply tracker the blog post garnered a grand total of 229 comments, but due to technical difficulties not all of the comments are retrievable at the time of this thread posting. In light of the limits, the general feedback on the new system was positive with some mild concerns put forward now and then. ACKNOWLEDGING GREATNESS Creating a follow-up title to greatness can be a daunting task for any development team. Exploring new territories and maintaining what is already terrific can be difficult. However my points are received let it be known I appreciate all the work Trendy has put into DD2, and my simple reason for going to such great lengths of expression is because I have faith in them to create another amazing title. DISSECTING REALITY When I first read about Hero Decks and realized what I would be giving up in comparison to DD1, I bit my tongue and kept silent because other reasons may be playing a factor. Are Hero Decks there to achieve more than what has been said? Are the available software assets in DD2 less than DD1 that the gameplay would be negatively impacted if we brought more than 3 heroes to the fight? Technological advances may make digital storage space appear to be unlimited, but there is a limit, and as such could also be a factor for Hero Decks. I knew I was not for Hero Decks, but I could understand if there are limitations. Today I will set these other possibilities aside and focus on only what has been provided in this blog post. Almost every line will be critically analyzed, and it is my hope the active dungeon defenders community will join with me in judging what the best course of action will be for the future of Dungeon Defenders 2. Should Hero Decks be retained or abolished? Please continue reading and post your thoughts; your opinion matters. Let’s get started – In the first Dungeon Defenders, players could swap between an unlimited number of heroes during a match. As I recall the maximum number of heroes I could create when I played last was 16. You could swap between all of your created heroes to your heart’s content, but 16 was the most you could create at one time. This max number was increased at least one time. We were never restricted access to any heroes no matter which mode we chose to play or however many heroes we created. This had several benefits, including the ability for individuals to access more than just one set of defenses. This is an excellent example of the freedom DD1 empowered players with regarding tower strategies. We were able to fiddle with each hero we took care in leveling up and gearing. Our time spent strategizing was only on the towers translating into a more positive experience in comparison to DD2’s restrictive nature. So far we have two excellent pluses that DD1 got right. So how did Hero Decks enter into DD2? We are getting there. It also encouraged players to create multiple heroes -- and sometimes specialized versions of the same hero -- to use in a single match. From my perspective the majority, not just some, were creating specialized versions. So long as we have multiple tower stats that impact each tower differently there will always be players creating specialized versions of each hero. I would argue that it was not our freedom to create and swap between all of our heroes that encouraged us to create specialized versions, but the stat distribution on the items enabling us to create the strongest specialized version of each. When I began writing this article I did not see myself agreeing in any way to keep Hero Decks in DD2. To my surprise, this is the first time I would say OK to keeping Hero Decks. Don’t get me wrong, all things the same I am still against Hero Decks remaining; but if Trendy decided to consolidate all tower stats into one single stat, and all hero stats into one single stat, then I would say let’s keep Hero Decks. The consolidation process would include those special stats as well. No more 5% Boost Aura dmg, no more 5% Flameburst tower dmg, no more 10% projectile range increases. Any stats which would encourage creating another tower builder in the same hero would have to be unified with the other stats, or the whole idea would be upturned. But this system created a few issues. Leveling multiple heroes became the only way to play -- you couldn’t complete the late-game content using a single hero. As we progress in any game that contains item progression part of the increased challenge is placed onto the items, another on the decision making of the player, and another on the performance of the player. The cool thing about Dungeon Defenders is each hero was unique with their own set of towers that they would bring to the battlefield. This fourth challenge layer was a plus for DD1. Regarding the only way to play, people were free to play however they wished. Those that wanted to reach a high-difficulty goal, they would have to put in the effort and bring in more defenses. These other people who were upset over this simply did not want to be challenged. They wanted to reach the same goals but with less effort. Generally, the more effort you have to put in to reach your goal the more fulfilling the reward is at the end. I think back to when nightmare mode was first released and defeating the Spider Queen in solo mode when so many others thought the feat to be impossible. My intense satisfaction and feeling of accomplishment was enormous. All of the effort that was put in to leveling and gearing my heroes, carefully selecting where all of the defenses would be placed, utilizing every possible resource I could, and finally executing my strategy with precision, sometimes on the edge of my seat, this effort is what made me so thrilled in the end. So please don’t force us to play without a leg just because some others don’t want to stand on theirs. In addition to this, it discouraged true, four-player co-op in which every player has the chance to contribute to the build strategy. Instead, designated builders would bring in their heroes and tell other players not to take part in the defensive setup. Now is when we’re finally getting to see the real purpose behind Hero Decks. The shift is not so much on gameplay anymore, but internet etiquette. Using Hero Decks to change the behavior of players is a losing strategy because now you are stepping on players with good behavior. Creating avenues for multiple attitudes to meet with each other is the winning strategy. Diablo 3 I believe is a good example for this. There are so many effective ways to communicate with other players on specific or general topics and to group up together with all players focused on completing the same goal; communities (unlimited number of players) for the general goals, clans (maximum 150 players) for the specific requirements, or simple matchmaking if none of the above matters to you. The same can be transferred over to Dungeon Defenders. The Social Tavern is a good start. We’ll be able to communicate with more players increasing the likelihood we will find others with the same goals in mind. Moving forward I believe we may need another option which allows us to select exact goals before we meet with others as more game modes are added. Ultimately, we want players to embrace the strengths of their teammates. We also want to make it possible to complete the entirety of the online co-op game with a single hero, if that’s what you desire. To facilitate this, we’ve created the Hero Deck, which plays up the positives of the DD1 system while fixing some of the key issues. There are two separate ideas here being used to justify Hero Decks. The first, “embrace the strengths of their teammates,” falls in line again with internet etiquette and requires not the gameplay restriction on all players, but avenues for communication to best facilitate this goal. The second, “complete the entirety of the online co-op game with a single hero,” simply has no place here at all. Already we have seen the friction this goal has caused within the community and how Incursions are the current focal point to help bolster the end-game challenges. We can’t allow ourselves to be dictated to by lackadaisical players. Have options for both, and remember that if they will not stand on both of their feet that is their problem and not yours Trendy. Placing restrictions using the Hero Decks annuls any retained positives because it wasn’t the selection process that was the problem; therefore nothing has been fixed, only damaged. Restore the gameplay to being open and free, and let the players that want to rise to the challenge do so. The Hero Deck lets you bring a selection of heroes into battle. At the moment, players can add three individual heroes to their deck. Just like the first Dungeon Defenders, you can go to the Forge to swap between these heroes during the Build Phase. Not much to read into here, except that we will be restricted in our hero selection process with DD2. And your ability and defense mana now transfers between heroes when you swap, so no more dropping mana on the ground and cursing when someone walks by and swipes it! This is a terrific example of an issue being fixed without bringing any baggage. Just like Temporary Item Bags and items falling off the map being claimed, this is DD2 shining when making proper improvements over DD1. Well done! The Hero Deck has encouraged teams in our Defense Council to develop strategies that involve all players, not just a designated builder. O encouraged, encouraged, how you are used so improperly here. When you are encouraged to do something there is also the choice to not do it. The Hero Decks don’t encourage, they force us into a predicament by restricting which heroes we are allowed to use. The very unique heroes we have created, leveled, and geared may now be attributed to a wasted amount of time and effort because they are no longer at our disposal at a moment’s notice as in DD1. Let those who crave to be prepared for anything have that option. Hero Decks are unwarranted and need to be removed. We’ve watched players use our revamped Ping system to ask each other to build blockades, auras, towers and traps, which is something that was rarely seen in DD1 public matches. The new Ping system is excellent! Kudos on tying in the pings with chat to express exactly why we are pinging. This improvement over DD1 is great but it does not lend anything to the discussion of requiring Hero Decks, just like the mana not being required to be dropped upon hero swapping. The Hero Deck is still in the early stages of development, and it’s already sparked some great discussion among our Councillors. For example: What if you’re playing solo and you want to access every defense and hero combination? Or what if you’re playing with friends, and you want one person to build everything like in DD1? We’re still working on how the Hero Deck system will address these concerns, but this feedback and perspective is invaluable to us as we move forward with development, so keep it coming! It is one mindset to ask questions on how to improve a feature, and another standpoint to say the feature does not belong to begin with. We need to stop asking questions on how to improve the Hero Decks. As long as Hero Decks remain they will always carry restrictions, and they will never be able to reach the same freedom we had with DD1. Think of it this way: we had Hero Decks in DD1; it was all of the heroes that we created. No secondary Hero Deck to whittle down the heroes available for us to use. Anything we created we could use. You can’t improve on that freedom of choice. TL;DR In summary, Hero Decks were created to change the behavior of teammates. Those with good behavior are now being encroached upon by the restrictions. We are now in an unfair and unpleasant situation. The solution is removing Hero Decks and creating avenues for people to communicate to find others interested in the same goals. Everybody would benefit from this.
  8. No, it isn't, but it absolutely should be. Not necessairly an equal split, I believe you should have to use each character occasionally, but all characters in your deck should get experience during a map (Preferably as long as each character built something or did some damage etc) Well as long as the total experience gained is not increased I'd be for that. Frankly the hero decks should not even be in this game, and if the experience gained is not increased then this isn't any reason to keep them.
  9. My biggest gripe is all the screen lag it creates. I'd like to see the speed increased, too, and changing to gold only would probably help, but that screen lag, ugh! Please don't take the process of upgrading off your to-do list Trendy, thank you!
  10. Did you play DD1? Pets were never dropped like gear, unless they made changes after I left. They had a pet shop and you could get them as rewards from map completions. That's all I remember. And, no to asking for equip changes. All pets are under the control of the master. Whether it is shown in a gear slot or a tab makes no difference.
  11. Dailies are really hard for me to get excited about. So long as they don't incorporate consecutive login days to the reward tables I'll be for most likely anything else, even for Batophobia's suggestion.
  12. Unless Trendy has done some serious tweaks to the data transfer requirements in comparison with DD1, it would be impossible to include 8 players in a single game largely because of the number of ai enemies and towers. I typically never expect many to join a single match since this is a tower-defense title, and with that comes a huge bandwidth draw in comparison to other game categories like first-person shooters. I'm not saying it can't be done, but you don't have to be a technical expert to understand the more active variables you add to each mode the more bandwidth is going to be required from all players.
  13. I'm COMPLETELY against this mindset. If you're going to fight a war, you better be going PREPARED. If you want to take your chances and enter unprepared, that's your choice to do so. DON'T LIMIT those that want to be FULLY prepared! GET RID OF HERO DECKS! As I've mentioned above, with Gutu supporting the idea, I think it would be far more productive if instead, yes, one person COULD do everything in a Solo Game, however, one person COULD NOT do everything in a Full Room. We really need a model where you need the participation of everyone currently in any given room, and only that much participation, by changing the needs of the room based upon how many people are in it. Nope, not towers, NOPE. DPS OK. Towers NO. Just to be clear, I'm agreeing that everybody should be able to contribute DPS from their hero stats, but requiring towers from everybody I will NEVER back.
  14. I'm COMPLETELY against this mindset. If you're going to fight a war, you better be going PREPARED. If you want to take your chances and enter unprepared, that's your choice to do so. DON'T LIMIT those that want to be FULLY prepared! GET RID OF HERO DECKS!
×
×
  • Create New...