Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

5 Neutral

About Vim


  • Etherian Citizen
  1. Vim


    Yes, he is streaming again on YouTube
  2. I don't think it is realistic for them to offer refunds, they aren't that large a studio.
  3. They should have said everything would be reset with retail release. When trading finally came into the game in DD2, the economy was trashed by all the legacy gold that was in the game.
  4. You can probably magic missile your way through the lower difficulties, balance related posts should be more for end-game type discussions.
  5. I think you are missing the point, you could add a million different mechanics which make the game significantly harder, or even almost impossible without it being a time based mechanic. The time based mechanic isn't so much a difficulty factor rather it is a conditioning factor that makes you build in an efficient manner, there is an initial hump where you have to come to terms with it, once you do it no longer becomes an issue so it ceases to be a a difficulty throttle, you either get there or you don't and if you are there then that no longer is making the games harder for you. Adding anything random or unpredictable would be significant difficulty throttles and would force more in-depth building and resource management. There must be something specific about the time based challenge which the devs feels adds something worthwhile to the game. I am curious about that designed based philosophy.
  6. I think it does add difficulty, but it isn't a consistent one. If you have no experience with DD time based games and you have taken your time during build phases then it is going to be a rude shock to you and I feel judging by the data the devs showed of DD2 at least, the vast majority of players aren't your hard core gamer type so any amount of time is going to likely be a significant barrier to them. The question is what target is the time based designed for conceptually. If you have say 60 seconds to deploy your defences and it normally takes you 5 minutes then that is going to be a rude shock to them. If you streamline your build and the way you play so that you are comfortably building in say 45 seconds then that no longer is a difficulty hurdle at all any longer, so over time it completely loses it's purpose or it drives people away who do not like being rushed for tower type games. My main issue is not the time it takes me to build defences, it is that I often have to go afk so being in modes where you can't pause the game (like at the end of waves) is a quality of life inconvenience for me personally and I do not like it because the time limitation to me isn't a challenge so it feels like an inconvenience without any pay-off. When my friends get around to playing with me then it is no longer going to be an issue because you don't really need everyone to build, but it is a major inconvenience for me personally in solo games and depending on the map but I think it is going to be an issue for a lot of people who do not normally go to forums and give feedback. I wouldn't want to see time based elements in survival games, having to be at the computer for so long would drive me crazy, it is not healthy to get people accustomed to sitting at the pc for extremely long periods of time.
  7. I played a lot of the previous DD games but only just started playing DDA and noticed from the first Insane difficulty map in Campaign mode there is a build timer, is this how every mode is going to be in DDA? I do not recall it being used for Campaign mode in the previous games. I always disliked timed building phases, it is completely trivial if you play multiplayer (with people you know) and if you play solo it just disinsentivises you from moving off cookie cutter minimalistic builds, for me there is a sliding scale where forced into efficiency detracts from the enjoyment of playing the game and trying different things. It also would make me not want to play public games where people I don't know are more of a hindrance than help in timed build phases.
  8. You can tell when a WM gets disabled when the rings disappear, does that happen?
  9. The only real difference is the size of the stack, my first bag has a stack of everything that is in the material vault, so the items don't fall into my auto loot bags which I sell en masse. I just dump completed stacks into the vault. If the game loads really slowly because your variables are 1-9999 instead of 1-99 then you probably need better coders.
  10. Dragolich is good for AP builds as it basically doubles your damage in a burst. Other pets are good for Hero Damage builds, while Snowball probably hits hardest at 2,750% HD, there are a lot of pet abilities that inflict 2,500%ish damage. Market place has it's use, there are usually a lot more than 20 people in the lobby and you can find that you are in different clusters of people to other people wishing to sell. I tend to find market places a lot more frequently on the Euro server than the American ones. I'd prefer if people wishing to sell went to a marketplace. I like Onslaught and prefer the mechanisms to normal chaos level exploration, but I think the game needs to evolve where it incorporates Onslaught, Ascension, Ancient Power and Mastery into a unified system where there is organic progression, the game feels too much like it just has different individual systems glued together and while the design is functional, it lacks the elegance of system that was designed all at once. I am surprised the better aspects of DD1 weren't retained more than it has. Ancient Power resets is something optional, but eventually if you play long enough it will be one of the last things left for you to do, I think a lot of people who never intended to do AP are now finding it is the only way for them to progress further. Trendy is aware of that and are looking to revamp AP in some manner. I agree that loot is too finite. I like the mod system, I wished they expanded on it and reduced the gap between tier 9 and 10 values for most mods. However, if you get into infinite Onslaught level pushing, there is only so far you can get with a finite stat values.
  11. The Mat Vault should have been an extra Mat Bag, then there wouldn't have been an issue.
  12. I thought hitting non-siege rollers in the head was the weak point for most other mini-bosses but it is not something I build for and haven't tested.
  13. Lawlta loves getting tagged into threads because he obviously doesn't read any threads where he isn't. :P
  • Create New...