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Junior Defender
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Everything posted by teser

  1. Where is the trading update? I bought in early in the kickstarter process, that is literally the only thing I'm waiting for to play this game. I hate solo-self-found, I want to trade and sell my loot in a personal tavern. It keeps getting quietly omitted every patch, is it even on the road map anymore?
  2. teser

    Update 1.1 Check-In

    Any plans to add custom taverns back to the game so people can host their own shop again? It's the one thing keeping me from coming back. Being able to customize your own taverns so you can display your best trophy's and loot, then host it for the public to join where people can come in and talk/trade/haggle with you really set this game apart from all others and is the reason I poured so much time in to the first DD, and loved it so much. The game seems so hollow without it, it's missing it's soul. Personal loot has killed so many other games because it ruins the interaction/community a
  3. there should be minidumps in the binaries\win32 folder if you CTD with something like "dundefgame.exe stopped working and needs to close." Does it happen on any other map? didn't have a .mdmp from any of my crashes in my binaries/win32. I'm not entirely sure if it's only karathiki jungle or not as I've just started playing again a few days ago after quiting for 2 months. I'll try doing a couple other maps and see if I CTD right before pet rewards.
  4. There's no known issue specific to your situation that I'm aware of. Can you replicate this? If so does it happen every time? If so, does it happen without any splitscreen players? I can deffinetly replicate it as I've said it happens about 80% of the time (maybe 100% of the time because verifying game cache might fix it for 1 run), the problem I'm having is narrowing it down and finding out what's relevant. I haven't yet tried doing it without any spitscreen (because I want extra pets) but I will try to do a few runs solo and see if it crashes at all. The only things I've been able to t
  5. I've been experiencing a wave 15 crash, seconds before pet rewards, on Karathiki Jungle about 80% of the time. I use this method ( http://forums.trendyent.com/showthread.php?20170-How-to-use-almost-any-brand-type-of-controller-with-dungeon-defenders-PC-Guide ) to run 4 windows at once (for 4x pets) but I get nothing as my client crashes to desktop seconds before the pets are rewarded. Anyone know if there is a fix for this or if it's a known bug? When I try to "verify integrity of game cache" I get the message "3 files failed to validate and will be reacquired". The problem though is that
  6. What is the top? if you mean the North, it shouldn't be an issue if you position your towers correctly.. also its covered by an electric aura which should burn down those spiders before they can do any real damage. Same with south. They will be burned down by electric aura or the harpoon. Maybe you mean the alternate build.. For the alternate build, you MUST have a player there if an ogre is at the blockade, otherwise, no spiders will flank your towers. If they do, you have your stuff positioned improperly and need to adjust it so that it doesn't happen. If spiders are running past
  7. Is it mandatory to have someone babysit top or at least an afk with a dps pet? Because whenever I leave it alone longer then a 20s it gets DESTROYED by spiders, they instantly get behind the two turrets, start webbing/killing them and if i'm not there to kill them it's over.
  8. I have no idea what changed with 7.32 but I've started having sharken bust down my walls, before 7.32 it was VERY rare for a sharken to push a wall aside. Now, since yesterday, I've tried 10 times and every time when I hit wave 20 every single wall fails to a sharken, EVERY WALL, it's not like a random sharken knocks through a side wall, everything just falls apart and I can't understand what changed. A few days ago this build worked perfectly for me, I was consistantly getting 28+. Now I can't break wave 20 :(. EDIT: NM I'm an idiot, didn't realize it was because I tried duoing it inste
  9. Not complaining here because I appreciate the morrogo wave reduction a lot, but apparently wave 12 has about 50% more mobs then wave 13 (900 vs 1400ish), this is obviously a bug, just thought I'd point it out. It appears that the wave reduction that was implemented with this most recent patch doesn't apply till wave 13 onwards, resulting in wave 12 having more mobs then 13.
  10. I completely agree. This was one of the most awesome changes ever. 8000 mobs a wave in Magus or Foundries and taking a day or two to run a survival when people have schedules, lives, DISCONNECTS, etc.. Trendy heard us and responded like champions. (ok, it took awhile *jab*) The OP complains about a lot of mobs in later waves of end game survival. IMO this could be a thread simply requesting those maps be reduced somewhat and still giving high praise for a much needed change. Then the end game players who care about those very few maps (and still to me not many mobs at all) can respond a
  11. Snce Trendy hasn't even responded on the issue yet we don't even know if they misworded it, or simply forgot to implement the change on several maps. It's not like its a stretch to think its possible trendy can include something in their patch notes, then forget to actually include it in the patch, infact, it would be the 4th time I've seen it (2 of the times confirmed by Trendy) that it has happened. Honestly if it were any other company I would likely just accept that it is what it is and move on, but the fact that Trendy has a record of including patch notes that weren't actually impli
  12. To be honest, I think you are the only person I've heard of who at all expected or cared about it affecting the newer maps. Sure they shouldn't have said "all" maps. But most of us were pretty sure they were talking about older campaign maps, since that has always been where the complaints were.. P.S. If a map like moraggo had 'about as many' mobs as a map like mistymire, even within a few hundred, it would be extremely barren, dull and generally unfun. Either that or it'd go by twice as fast. And especially karathiki. If it had a similar mobcount to misty, they would either all have to sp
  13. Ok, when they said they were going to make all survival maps like misty they didn't mean that they were going to match the creeps per wave. The thing about misty is that the number of creeps per wave hardly increased if at all. Whereas on other maps the number of creeps per wave would increase by about 1000 per wave till eventually there was 10,000 creeps in one wave which was stupid, and wasn't challenging it was just a waste of time. So even though Magnus quarters with 3 people has 3000 creeps per wave it was still 3000 creeps on wave 20, 21, 22, 23, 24, 25. The number of creeps in the wave
  14. Misty still has the lowest. Its more like dropping the mobs to Moraggo levels rather than Misty levels. Original campaign maps are about 1.5k around 12 and 2.5k at higher waves with 2 people rather than 7k+. Kara has similar levels to Moraggo already. I realize misty still has the lowest, that's the problem, it shouldn't, or at the very least, it should be pretty close. I'm not exactly sure what wave 13 morrogo was before the patch, but as far as I can tell they haven't reduced the number at all. And if they did reduce it a little, why not have the patch note reflect that. They got my hope
  15. Dont compare 6 player maps with 4player maps.. try it again with morago or summit. Just checked on morrogo 1700+ on wave 13, even more enemies then karathiki lol, 6 or 4 player map has nothing to do with how many mobs there are... Not to mention if you actually read what I posted they said reduced number of enemies on ALL maps, not only 4 player maps.
  16. "Reduced the number of enemies on Survival Waves to about Mistymire Forest levels on ALL maps" So what happened to this patch note? This was the single thing I was looking forward to the most in this patch and they straight up lied about it? I just checked and on wave 13 misty theres 876 enemies... on wave 13 Karathiki Jungle, 1659 enemies. Now if I know anything about one number being bigger than another number, I'd say those numbers aren't even close. Is this an oversight and they forgot to implement this change, or is this their idea of "about" the same number of enemies, just over t
  17. Where are these tentacles you're supposed to kill? Was running circles around this boss seeing nothing but 0's, no matter what angle I hit him from I couldn't damage anything. Lasted about 5 minutes before I just rage quit, he was still at 100%... EDIT: downgraded to hard to see what I was doing wrong and apparently they're just really hard to hit on a melee (my barb), switched to a djinnlet and he destroyed it. I can see why having a really good monkey would make a huge difference on this boss, not just the dps but the heals as well, looks like im gonna have to farm one. I hope sharkens
  18. I am actually having issues starting the map when I host private. Not sure what the deal is. Just hopped on tonight to check out the new maps and I can run all the previous maps before the new ones from today just fine. It just takes me back to the join server menu every time I try a new map. That's actually a seperate issue, I had the same problem. To fix it go to Steam > Change User > Log out, once you're logged out, log back in and the game should download the files your missing and you should be able to host aquanos. That fix worked for me anyways.
  19. Once your wall gets pushed to the side isn't it kind of irrelevant if your buff beam dies? seems like 90% of the time that happens you're going to lose anyways
  20. They can and will leak in the south with that layout, thats why i reverted from it in the past. When you use the 5 DU wall just off the crystal in the south it means if an ogre is there the birds get no attention until they fly past the ogre. This doesn't matter in early waves when the explosive trap practically takes them out alone. But it does matter in later waves when their HP skyrockets and that explosive trap does next to nothing to a poison based bird that flies through at mach 3. Your defenses will have no chance to stop it. PS: Your harpoon is a tad close to the edge. many have
  21. There you go, hope that helps. If you have the range there's no reason air should leak down there, at least I've never had it happen.
  22. i always get killed by the wyverns in the south around wave 13-14 can you please show me the harpoon placement in a pic? And is this for NMHC? or NMHC Mix ? I'll post a ss for you in a bit, but I'm curious what your tower range is? That turret is pretty far back and you may not be reaching the wryvnns if it isnt 700+ with a lvl 0 buff beam.
  23. This works great for me starting from 13 too. Has anyone had any luck getting a transcedent djinnlet? I've gotten 4 so far in about 20 runs
  24. Also if you were having trouble with air on the west side try this turret placement hope that helps
  25. you put darkness in based on the amount of wall damage you're having. I don't use any in my build because i usually don't have wall damage issues. if you're not having wall damage issues, you can turn that DU into something useful. For a duo wave 20+ survival build I wouldn't use the western ones, the main reason for them on the western side of the map is so that you can go without repairing since this was origionally intended as a wave 13 start solo djinn farm build, on the eastern side of the map they are deffinetly necessary though because those walls take a ton of damage on wave 13 wit
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