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The Ich

Defender-In-Training
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The Ich last won the day on May 4

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  1. This will certainly be received pretty badly by a lot of players, especially since there was no announcement and we even had a long discussion thread about this topic in the Early Access forums with an offical reply, stating there are no plans of a reset: Yeah, technically he did not lie but let's be honest, "play" and "legacy" are really looking like the equivalent to DD1's "ranked" and "open" (legacy will support mods, but you can only play with other legacy players and I would not be surprised, if they will add an option to export your "play" progress to "legacy" but not vise-verse) and that being the case, we are basically getting forced "highly encouraged" to start anew... Personally I do not totally mind a fresh start, even though I farmed quite a lot. But I certainly would not had played that much, if I knew a "soft" reset would be imminent. The worst thing is not even the loss of gear, because with the introduction of massacre it would have become irrelevant anyway, but the immense amount of time it took to farm the necessary gold to upgrade it and now the XP again to reach that point. I really hope that they buffed the gold income / or it is at least better in massacre. And I can definitely understand everyone here, who is really upset about this decision. And I am also really disappointed, that I have to grind up again instead of trying out massacre today...
  2. As of right now, there are two modes: "Play" (equivalent to ranked in DD1), where everyone has to start anew. "Legacy" (equivalent to open in DD1), where your progress from EA is saved. It looks like the "legacy" mode will be indeed treated like the open mode in DD1 including mod support and I would not be surprised, if you will be able to export your "play" profile to "legacy" but not vise-verse. In addition, if you play in the legacy mode, you can only play with other "legacy" players. So basically, we are forced "highly encouraged" to start fresh again.
  3. The Ich

    Welcome to Chromatic Games

    I was really surprised when I saw the news, but it's good to see that you are moving forward. I never really got into DD2 - although I tried it several times and a few hundreds of hours - because a game like Dungeon Defenders stays and falls with the loot system. DD:E was just too easy and I do not like the stat system of DD2 at all. DD1 was so close to perfect in this regard. The loot frequency and rarities made grinding worthwhile and most important the stats system was nice. Simple numbers, but easy to read and to compare. You could tell in a fraction of a second if an item was good or bad and seeing that yellow or blue or whatever colored dot on the map was always exciting. And that's a really good indication of a good loot system. So I really hope you take the loot system of DD1 as a base without major changes. In addition to this I would like to see trading being back of course - maybe even with a global auction house / market place like Diablo 3 had (of course not with real money but using the ingame currency or other items) and server-based loot only to prevent any kind of manipulation. Basically a DD1 with the features above and some other improvements like being able to walk while repairing or building and other QoL improvements, a better interface for certain things (search, filter functions and so on) would already fulfill my wishes. In any case I wish you all the best for the new project!
  4. The biggest problem of DD2 is the loot system - in my opinion. Because nowadays it is all about "(hasRightPrimaryStats? + hasRightPassives?) <=> compare". You might argue, that DD1's pure stat system is even simpler, but nothing was so satisfying, than finding an upgrade to one of your sets. And you had to manage multiple sets, one set might tend to have more dmg, you gave it to a ranged tower builder, another one had more hp, you gave it to the summoner (archer-mage-walls), attack speed (huntress) and range maybe to the monk - oh yeah, and you had these last two stats... And of course items could have all the stats, so you could made a real nice hybrid builder - but with the introduction of pure op-dps classes this had become more and more pointless, already in DD1. But at least you also had negative stats, so if that nice upgrade put your speed or casting speed to 0... well, I understand if someone finds this just annoying but all of this certainly added more decisions and complexity. In DD2 you do not have any of those decisions, it is just rightStats? -> Yes/No. And most of the time the answer is straight No - it makes things equally easier as well more boring. I gave DD2 multiple tries with long breaks in between, and what really turned me off is the fact, that everytime I got some nice stuff with all the right passives, it was nerfed eventually. Don't get me wrong, I never complained about this, because I knew the game was still in alpha or whatever state, but you cannot deny the fact, that it ruins the purpose of a game, which is heavily based on loot. (Some) passive stats are very hard to balance. I wish they would go back to their old stat system, but in this game-state it is already too late. The claim that Trendy ignores end game players is factually untrue, and you yourself disproved it when you listed out the development milestones you liked. Mind leaving these claims out in future? I know that my definition and yours of "end game" might differ, a lot in fact. But putting out new maps occasionally which might drop an item, that can have up to ~5% higher base stats (iPWR = 750) is not what I would call "end game". A long time ago I suggested you and iamisom some kind of endless survival mode, with endless loot scaling (!) and endless enemy scaling. And the enemy scaling must be faster/harder than the loot scaling, so you would create a natural skill-based cap. DD1 almost had this, but it was finite. In DD2 you made it endless, while you have to "play" (better say wait) hours to notice any scaling in enemy difficiulty and the loot is the same all the time. Also when balancing things you should always tend to make things more difficult first, You can always nerf the content afterwards, when it is really too hard. But if you do it the other way around, like you do most of the time, people already farmed the loot and are geared up, so there is no point for them to play and for the people without the gear, it might be too hard then.
  5. I have noticed that as well, but I thought it is just a visual bug, because if you unequip and reequip the item, it shows the normal stats. Have you checked, if your towers are doing less damage in such a game compared to a higher level/tower in the tavern?
  6. First of all it's Wyverns Den campaign easy and not freeplay, which gives about 62k xp per run. If you want to progress into freeplay hard or further stuff, you have to get multiple heros or find people with other hero classes to play with.
  7. I noticed that as well, but the offer and ilvl seems to be completely random. And with 2 items every 20 (?) min it is hard to get something decent...
  8. Another thing I have noticed: After I completed Liveroot Forest, I checked out all NPC for a new Quest-Dialogue, there was none, but I had somehow unlocked the pet-NPC and the itemUpgrade-NPC. Then I played Wyvern Den (normal) and completed it. I thought it would be the next logical step. But nothing happened afterwards, so I restarted the game. And Wyvern Den is not available now (yes, even private)!
  9. Yeah, same here. Next on my list (which was actually not visible) was liferoot forest, I completed it and in the end, it says "Quests completed" but I do not see any further quests.
  10. We already have that, or at least for the difficulty. Take a look at the eye-symbol on the top-right corner, next to the amount of the remaining mobs. This eye looks different (angrier), when you play on hard. But frankly, it took me a good while to notice that. It would be nice to have something like "<mapname> <gamemode> <difficulty>" when I hit "ESC". And maybe some further information like <gold picked up so far> and <experience gained so far>... But that's another topic.
  11. Diablo 3 is also a co-op/solo game, not competitive and the leaderboards are working pretty well there. Competition motivates and gives you a reason to farm gear and play the game longer overall. Especially for the upcoming infinite survival mode it should go without saying to add something like this. And it would be nice to have some rewards for the leading places. Something like extra gold/xp on that specific map, nothing gamebreaking of course. But if you implement leaderboards, please make seperate ones, one for every amount of players (solo, 2 players, 3 players, 4 players).
  12. Hello, when I click on the "submit" button, when editing a post or creating a new one, the page scrolls up / jumps to the middle (only if there is any scrollbar of course). When I click the button a second time, everything is fine. I have this problem with "Firefox 34.0" and I can reproduce it everytime. But I do not have this problem with the "Internet Explorer". Thanks in advance.
  13. I am not sure if I am right here, but I "lost" my thread about defense formulas some time ago. It was never integrated into the new forum. The name was: DDE Data Collection: Stats, Formulas, Charts and even more Data and it was a thread in the general section of the old forum. Originally it was not designed to be a guide, but with a little bit of rework it could be a good and helpful one as well. (for those, who have no idea what I am talking about, here is the link to the album of pictures used in this thread with all the data(information): http://imgur.com/a/Xv9qJ#0) Many thanks in advance.
  14. Im exactly experiencing the described issues by myself. My connection is fine and I had never this kind of freeze on any other map before. But it happens nearly in every run and leads to death, so it is absolutely not possible to complete this challenge, not because of the gameplay itself, but of these technical issues. I had also the described instant death some times, so I can confirm this bug too. Im sure, I will never ever play this challenge again, once I got the achievement for it... And dear developers, that is not what your game-designer should aim for!
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