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ShinUkyo

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About ShinUkyo

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  1. Hey, yeah, January 5th hasn't ended everywhere yet. My work has been kicking my butt, but I needed to reply to this before it was too late. In any case, I could write a dissertation about my love for (and history with) DunDef. But I'll keep it brief. I started playing DD1 when it launched on consoles and Steam over eight years ago. I have intense memories of beating The Summit on Insane for the first time. It was tough, yet so satisfying to down that dragon. The progression up to then in the campaign was actually well balanced, as it was basically about making the right choices in your upgrade points when leveling to max. That and of course learning to build for the maps. The only piece of gear that needed "farming" of any sort was generally the weapon for your DPS character. In the years following: I would go on to play every DD release on every platform. I would test out the various versions of DD2 (and DDE) before they launched. I was an Event Host for Steam, for XB360, and for PS3 (one of the few folks ever to host on all three platforms; and the last one still kicking around these parts I believe.) I'd become great friends with so many members of the community and of Trendy Ent. (later Chromatic) over this time. So proud to be part of this community all these years, through the countless ups and downs we've had. We are strong, and I look forward to finishing this first decade and the one following it. Love you all.
  2. This is great news! It looks like my waiting on buying a bunch of shards paid off in the end. (I blame that on my work schedule and not getting time to play, more than simply procrastinating, but in any case it's silver lining!) Not to mention my Initiate has been waiting far too long for a spiffy new costume. Happy holidays to all, and thanks so much!
  3. Hey Diana, good to see you! I wasn't addressing you with my post; sorry if there was any confusion. I was remarking mostly to Al, since he mentioned there not being any more patches or development for the console versions. Which is true; not since many years ago. And it's always good to remind folks of that. It was an honest mistake since the original post didn't go into much detail about what it was asking. But the original poster didn't ask about updating/patching the game; they wanted to know about Xbox One's Backwards Compatibility program. And so I explained what they meant, how games get into the program, etc. Thankfully it requires zero work from developers or publishers to get games into Backwards Compatibility, so there are very few circumstances where a game shouldn't eventually end up there. As for online play: you can still play the 360 version online. Unless something changed recently that I'm unaware of. Since 99% of the games for Xbox 360 use Microsoft's infrastructure for online play; All titles released for 360/XBLA were given access to it by default. Which means a game's online matchmaking will generally never go down on a 360 game (unless it's on a dedicated server like various EA or 2K Sports titles.) In the case of the PS3 port of Dungeon Defenders: it used a service called "GameSpy" to matchmake the players online. When GameSpy shut down years ago, the online play for DunDef on PS3 went along with it. As well as loads of other PS3 games that used GameSpy. The reason for this is: PS3 did not have guaranteed access to matchmaking services for games. Particularly for smaller 3rd party titles. Thankfully this changed in the PS4 era.
  4. It looks like folks misunderstood OP's question. They want to know if DD1 will be added to the "Backwards Compatibility" program for Xbox One. This does not require any development from Chromatic/Trendy whatsoever in order to happen. Titles are added to the BC program via work from the BC Team over at Xbox. It requires some form of consent from the property owner, and not much else as I've seen. There is no reason this shouldn't happen, no downside or requirement of manpower by Chromatic, and I sincerely hope it does happen sooner than later. Most every amazing coop game from 360/XBLA has made it to become backwards compatible for Xbox One over the years since BC started, and DD1 is one of the few glaring exceptions. My random/related history tidbit: The 360/XBLA version of the game was published in the olden days by Reverb, as DD1 launched when self-publishing wasn't possible for small devs on consoles. But I seem to recall publishing rights going back to Trendy on that version. And even if not, Reverb still exists and could okay this move as well. So even on the technicality side there shouldn't be anything blocking this.
  5. This is wonderful news! So folks are getting the intended amounts? This is both great news for me and bad news for my wallet haha. But again, especially having it timed with the Summer Sale prices like this, I can't resist. I'll be in gems for a very long while and happily support Trendy in further releases. I agree, also, that it would be nice to see the packs discounted on consoles. Though the reason for this, among other things, is that discounting DLC is not nearly as easy on there. Whereas with Steam it's easier overall (and even moreso during seasonal sales) to maintain control over your prices.
  6. I noticed these packs had gone up as well, and I hope to nab them all before the Summer Sale ends. However the reviews for the Supporter Pack state the same as OP does above. How, instead of the 13,000 gems the pack is supposed to reward: they only received 3,000 gems. Has the issue been remedied? I want to buy it (and support Trendy as always,) but not yet if it's still bugged haha.
  7. He speaks the truth! Josh: you are loved and missed. Though as you pointed out above: the game and community are in good hands. Elandrian being one of those hands (err, "two of those hands?" Technically. I dunno. I'm tired.) Not to mention that Lawlta is doing amazingly on the community outreach side. He had some big shoes to fill; some very big shoes. But he has just gotten better and more engaged every day since he joined the team. Now if you'll excuse me, I need to go "like" all his posts so that his inbox gets spammed with hearts. Need to show love for the community managers that work so hard on the front lines during a big launch day. You know this well. <3
  8. Amen to that. Getting gold is nice, especially since it's a currency you can't mass purchase with gems. But like you said: in the current game flow, the gold spent on upgrades is wiped if you're pursuing Ancient Power. So to get something potentially meaningless and temporary for real money seems absurd. As does getting consumable pet re-rolls. At least utilizing something like the Overwatch setup: dupes get you a specific currency that you can purchase those loot-box specific skins with. Not just right away; it takes a lot of dupes to accumulate funds to get the good skins. But it means that even when you don't get something you want from the boxes, you're making very tiny progress to ensuring you eventually do. It gives you an incentive to keep buying, so even on the publisher side it works out. The current setup has no incentive like that. Since that would of course take plenty of time and coding, my other suggested method comes off as easier to utilize. Where after "X" amount of months of a skin being loot-box specific, it could then be made purchasable for gems as well. Then they can rotate new skins into being loot-box only. Again this would depend on how often they can roll out new skins, but as noted above: it could mean enticement to buy both initially and later on (depending on how soon people need to have the skins.)
  9. I figured I should raise some critical points and constructive ideas with regards to Defender Packs. Considering the climate in gaming since the EA Battlefront fiasco, I'm surprised we don't see more posts about this. Thankfully the Defender Packs in DD2, while they are loot boxes, don't affect gameplay progression or power (in a way that Battlefront or Shadow of War did, for example.) However, needless to say, looking good is (and always has been) part of the gameplay experience. Also I'm well aware that Shard Packs are close to an actual "pay to win" mechanic and have existed for a while now. That's for another discussion, but today I speak of Defender Packs... As players, we all prefer the costumes you can buy directly. Even if they cost US $20 or US $50 in those rare cases. We can help support the game, while knowing exactly what we are getting. It's a direct and fair transaction. I have bought many skins for DD2, gladly so, to support a game I play a lot. From a player perspective, that method is 100% infallibly better. The only way loot boxes can be remotely good for the player is the old lock-box setup. Where you can't ever get duplicates, so you know that spending "X" amount of money can guarantee all drops. However from the publisher side, in the long-term, guaranteed acquisitions like those aren't seen as desirable anymore. Especially when the playerbase is relatively small like ours is. Most of the players that would have bought skins directly already have done so. When new skins come out, they would buy those right away then be done spending until the next release. Without a steady stream of new players, this monetization method plateaus fairly quickly... With loot boxes, there is no upper limit to what a dedicated buyer will spend. Since you can legitimately spend hundreds or thousands dollars on loot boxes and not get the skin you wanted. They are banking on the dedicated enough players (the ones that would spend $50 on a single skin) will keep buying loot boxes until they get the Plexus skins they want, etc. On the financial side, this was deemed their better play for profit... I won't hold it against them completely, since financial decisions like this don't just fall on Trendy as a developer of games. The company goes higher than just the dev team side, plus they have other parties which spent money on Trendy and own a stake. Those parties, also, expect them to grow financially in return for that investment. It's how business works. There are also bills to pay and servers to maintain. In a F2P game setting, you need constant revenue streams to keep the lights on. That being said, I would love to see changes made to the system. Obviously removing consumable pet items would make sense to start. Loot boxes need padding, but that level of padding is superfluous. You can get those from normal gameplay, and you should be able to (since pet abilities/stats in general, for years, have had no real use in the game. Aside from the few with true burst effects like Dragolich.) That takes padding to a nearly insulting level, and you can tell from plenty of posts in the past saying so. Speaking of dupes, while it's nice to get in-game gold, that is again something we already get (and should expect) from normal gameplay. I'd rather see dupes award a specific new currency type that, when enough is saved, can purchase the loot-box specific skins directly instead. Overwatch uses this system to great success. Mind you their old loot boxes had way too many dupes (and way too little currency in exchange.) With enough community outcry, they eventually made the odds better. Today, by comparison, the dupes are fairly rare and the currency for dupes is fairly high. Good compromise. This or, if the dev cycle allows it, rotate skins from the loot boxes into being direct purchasable as well after "X" amount of time from their release. It means the obsessive folks can pay to try and get them sooner while they are exclusive to loot box rolls. While the players like myself can buy them directly later in the year when it can be a direct transaction with Trendy. Both cases allow dedicated players to support the company, but it allows them to do it based on their terms and financial ability to do so. Let those with the higher expendable funds do the loot boxes sooner, and let others direct-purchase later. It's a big and complex topic. There's loads more I could say. And sadly, again because of how business works, there isn't much Trendy can say directly. But if there's a dialogue it's a good thing, as they always read and take to heart what we're saying as a community. Even if they can't be direct about it. I'd love to hear other people's thoughts, and of course that they are at least being heard. Peace and love as always to my fellow Defenders.
  10. There's a much longer post to be made about this, and so I made it into its own thread (as I've been wanting to for a while.) For starters, yes, I agree wholeheartedly. This needs to be addressed, and sadly we see very few posts about it.
  11. Agree with everything in your post! As much as we all critique, it's because we love the game. And the good has always far outweighed the bad. Both in the base game and the changes made. I noticed in your post, when talking about changes from DD1 to DD2, you spoke from a console perspective. In that case the jump must be huge, as the console ports were mostly stuck on Vanilla DD1 (aside from the four Lost Shards maps, not that Sky City actually ran properly.) Whereas on the Steam version of DD1, it was a whole 'nother world. Such a long and varied evolution, and in fact it continues to evolve today thanks to the CDT. But in any case, when you see people griping about what they miss from DD1, it's generally PC players. Anyway, in DD2, thankfully the console ports are receiving parity with the Steam one. Nobody misses out on content. Thanks to the ability to freely and properly update games on the current console generation (PS4/XB1.) This was not the case with the last gen consoles, and many devs learned this the hard way (Trendy included.) I was so glad when the console makers started the new generation right with regards to developer freedom.
  12. This has been a long-requested change, as damage in this game relies almost solely on critical hits. For towers you basically get their critical chance to the cap, use Power Transfer and Critical Damage shards, and be sure their speed is of course high enough. And without going that route, you can't do proper DPS for the highest content. When it comes to heroes and armor, too: you either run damage plus crit or ability plus crit. The gain from critical hits was too good to go without. Fans have wanted a choice, something like: critical builds with varying but crazy top-end damage potential, OR raw damage builds which are consistent but maybe 80% as strong at their top end. Right now that second choice isn't there. That being said, people have every reason to worry. Countless times in both DD games, the devs have gone in with the right intentions and numbers just to end up not having it work in practice. We've had enough of things getting nerfed, whether intentionally or not, and we don't want to see critical builds get hurt just to make raw damage builds viable. The current crit build potential is not grossly overpowered, it just needs alternative options. That being said, if they can adjust base damage up enough while not lowering the power or scaling of crits too much, they can achieve this. Another worry I'm sure folks have: shards like Power Transfer. Basically a requirement and arguably the single most useful shard in the game - potentially being nerfed or made obsolete. Considering how much time people have spent faring that shard, or even buying shard packs in the hopes of getting it, I pray it is not going to lose its glory. We've had other shards nerfed, it wasn't fun in those cases, but the effect was nowhere near what it would be for PT. Again, can't stress it enough: more work needs to be done to bring other options up instead of the current options down.
  13. I think the idea overall can work. The problem is how haphazardly it was implemented. You lose too much when you reset, and you gain too little reward in return. Until that changes, I will not take part in Ancient Power resets myself. One example: I spent a decent amount of time acquiring Ascension levels, something that was modeled after Diablo's "Paragon" system. Something you always make progress towards, you earn permanently, and is supposed to last through any kind of power creep, meta shifts, or new characters. Upgrade points you would always have access to, in full, unless you chose specifically not to spend the points at that time... With Ancient Power you lose most of these Ascension points, and even if you spend hundreds of hours doing resets you will not get your Ascension back in full. Plus none of the gains from Ancient Power use are powerful enough to usurp or even compensate for it. That's too severe. Sure, people have found ideal routes and quickest ways to power through a reset. However even at the absolute fastest route, that time spent is still not worthwhile considering the trade-off. Just because it can be done faster within the constraints doesn't mean the constraints themselves are now fair or worthwhile.
  14. No doubt about it! Casual players will thank trendy for this. It's not just for the sake of casual players, though. In terms of saving time per run, sure. But the time concern isn't the only one being discussed. The bigger issue is players being dropped or crashing. The game has always had, and will always have, issues with random disconnects or crashes. Even people with the best possible internet connection, fully wired and set to have the least amount of jitter or fluctuations, can't fully avoid this issue. It's server-side... So to penalize players and make them slog through multiple maps again due to zero fault of their own: that is bad for all players of this game. It needs to change in order for Onslaught to be truly appealing. And since getting servers with enough strength and redundancies to avoid disconnects is physically impossible for a company their size: they need alternatives. The things suggested above in this thread, and in the past, are fantastic ideas. Having just one map per floor, but increasing the difficulty or time investment to compensate, etc.
  15. God bless you Elandrian! It was a very quiet January; distressingly so. I was just thinking, as the month draws to a close, how I hoped we heard from you before February. As otherwise that would be an ominous sign. You delivered, and everything you mentioned is highly requested and worth getting excited for. So glad to hear what is being worked on - along with a decent priority order as well. Look forward to more posts like these. Even junior versions of posts like these. A little goes a long way. Much love as always!
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