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Carnage-

Defender-In-Training
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About Carnage-

  1. What version of the graphics drivers are you running? latest? What versions are people running who aren't having your issues?
  2. Any chance of a DDDK update? I keep having ideas for new challenges then realising the base maps aren't in the DDDK. eg A treasure hunt challenge based on buccaneer bay.
  3. I disagree with the summoner getting an active attack (hail of arrows) style ability, it kinda undermines what the character is intended for. Instead I'd suggest the pet damage being buffed a bit and as a second ability a minion buff. I see this working either like flash heal, all minions within range when (where) are affected, or it could be slightly more precise where the player can select which minions to affect with the mana cost scaling per selected minion/MU. Whichever activation method is selected affected minions will be buffed (made golden perhaps) for a short period (10-30 secs) making their resists go really high and damage output quadruple (based on stats, scaling balance etc) This ability allows the summoner character to impact the battle in a meaningful way while personally remaining passive. To solve the issue with gathering mana, perhaps allow the summoner to gather mana while phased (not overlord) but have 50% of the mana lost when this happens so picking up a 500 crystal only gives the summoner 250 mana to use.
  4. The easiest option would be have a %age chance for eggs to drop instead of pets as end of map rewards on campaign maps which reward pets currently. The %age chance should drop significantly (perhaps to 0) if you have the costume unlocked. For bonus marks, the %age chance could be hugely increased if the local system time suggests it's late March/early April. Also increase the vendoring price (by 2-3 orders of magnitude) for large, huge + humongous eggs to encourage people to sell them off, removing them for the game.
  5. Maybe not, but you can store an unlimited (afaik) amount of it, unlike coal.
  6. Since you have no takers, willing to sell some for 10B each?
  7. Ability to make larger (100B) mana tokens Ability to type mana into trade window Higher price limit for AFK shops (100B?) Probably unrealistic but: AFK shops without the game open Edit: Push out a linux build
  8. Small diamonds should definitely be reduced in coal cost (or buffed (480 stat cap perhaps)) I also think that regular diamonds should also be reduced, however this is quite a controversial change given that they are used as currency. I see two options: 1. Reduce the cost gradually over several updates, giving the trading market advanced warning of the changes and time for the relative costs to adjust, if this option were picked I'd suggest a new cost of 80 for the next update and a reduction of 5-10 per update after that until it reaches a more palatable cost perhaps 50 coal per diamond. 2. Allow a variable amount of coal to be used to craft a diamond (clearly more work to implement) but would tie in nicely with the new tavern forge design, under this system a player could use any amount (maybe with a sensible min + max imposed) of (small) coal to produce a (small) diamond with the quality going up the more coal is used to craft it. Under this scheme, I'd like to see the possibility of spawning perfect diamonds if a sufficient amount of coal were to be used. 2a. As a nice addition to the above; perhaps it would be possible to use additional coal + a diamond to improve it's stats and/or change it's colour.
  9. I've always found it strange that most diamonds are worth a fraction of their constituent coal cost
  10. My thinking for screenshots was to have a hint with an attached screenshot; when clicked it would open up and show the screenshot - so the screenshot wouldn't be there all the time. Most of the suggestions could be done just using the description; so they are a nice to have kinda thing.
  11. Great work so far! I'm going to start off with a huge feature request list :) - Phased builds eg a build for wave 1, what to add for wave 2, extras to add for the boss fight. - Flags for Survival, Mixed mode, AFKable - Specific boxes to input minimum stats required on each builder - Search by builders required and stats required. - Show mana used (Total and per phase), could also add total mana required to upgrade - Layered builds eg for Kings game it can get confusing which layer items go on for some maps a switch to allow changing between map layers would be nice - Switch for Kings game to move between 115 DU and 125 DU - Screenshot upload; with ability to place on map (probably an expansion to the hints) - Min/Max players/afk's supported (might need to vary based on stats) All that said, I'd also be willing to offer you some assistance, specifically: code review and getting a handle on git, adding https etc. Might be able to help out with code in a month or two when things quiet down on other projects I have on the go.
  12. Think I've added you; trouble is I need to be logged on on my windows machine to play DD :(
  13. Worst case scenario is perfect Ult++ pristine armour dropping on easy deeper wells...
  14. I suggested fixing that bug; was pointed out that it would cause a lot of testing an other overhead to just fix it out right. So I suggested this solution as a more controlled way of bringing gear rewards in line with effort expended (esp on survival).
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