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gotrunks712

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gotrunks712 last won the day on March 17

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  1. Maps definitely should promote diversity, but so should enemy types. What I don't want to see is something like, "This map has a raised choke point perfect for a Cannonball tower and this is the only time a Cannonball tower is effective." I think the DD2 Cannonball is much better at that, and I really hope they expand and diversify the defense options. Poison Dart Towers are a great addition to the Huntress and give variety rather than having only traps in her kit.
  2. Personally I feel like any quest should be doable just by playing the game. It shouldn't force me to play a specific map that may have a lower chance at dropping what I actually want. I can understand a general daily quest though. Examples: Play 5 maps Complete 3 challenge maps Defeat 250 enemies with defences Defeat 250 enemies with heroes
  3. I will say that running around maps and determining the optimal path did have an element of strategy to it. With that said, I hope it isn't in DDA. They can improve the experience by giving you the building mana like DD2 and allowing for swapping on the fly throughout the map without the need to go to the forge. I don't necessarily care about Combat Phase swapping. Even with these adjustments, they can have a build phase timer to match. They did it in DD2 Mastery Mode and it was still brutal.
  4. Agree completely. There shouldn't be any reason in DDA to need to emulate extra controllers for smoother/quicker progression. Those were design flaws in DD1.
  5. Here's hoping. It was a big part of DD1 that was missing from DD2.
  6. You must have missed my entire point. Even if they do have everything planned from the start, the community whom they are asking for funding know nothing about it. It isn't finalized, otherwise why not tell the community? It's a big oversight to not even say the number of maps included in the game at release and then say, but if you give us more money, you'll have 1 more. I honestly think the reason they haven't said is because it's all dependent on development time. How long it takes to do various steps in development is going to influence how many maps, challenges, etc. are in the game at launch. Yes more funding may mean they can hire more people to work on it, but it's not a measurable stretch goal by any means. They aren't saying that if we reach stretch goal X, then the map Glitterhelm Caverns will be in the game at launch, otherwise it will be after release. I'm not saying don't support the game. I'm just saying it's poor design for a kickstarter and means I likely won't be upgrading my pledge like I was debating.
  7. Personally I am fine with enemy variety if it encourages a variety of build options and doesn't force you to use a select few. Last I played DD1 end game was right around when DD2 came out in Purchase Early Access. At that point, you essentially had to use traps, auras, EV beams, and Minions or you weren't doing it right. It doesn't matter if they can be dealt with in other ways. When the most efficient way to deal with literally everything in the game on a standard map is one build, it's a joke. There are two sides of this and that is the balance of defenses and the number of available enemy types to spawn on a map. Make all defenses viable in different situations There shouldn't be only one counter to any enemy type. There needs to be options and let the player choose. I believe the DD1 community group did well at balancing the game to encourage this after I stopped playing. Encourage player build variability Randomize enemy spawns, but be consistent with one instance of a playthrough. I feel like DD2 does pretty well at this in Onslaught by randomizing lanes and modifiers, you have to adapt to the lane and build. I would prefer to see BOTH chaos enemies from DD2 and nightmare enemies from DD1 in the game. Make them less hard counters though. This would encourage more diversity in builds.
  8. No. DD2's multiplayer was largely dead because there is a large lack of host options. Why would I want to build a map only to have two people in a party join and kick me because they were too lazy to play private? Or go with a PUG into a map only to have one person go AFK and not drop the mana to build? Things like that happened quite often and that is the main reason I didn't and don't play public matches. The way to promote people playing together isn't to increase the chance of rare loot or the number of item drops with more people in the map. That promotes emulating more controllers (i.e. DD1) or having multiple steam accounts open (DD2) in order to get more loot. It's just far harder to do and more taxing on a machine in DD2 which is why it doesn't happen as much.
  9. That was a reward promised from DDE. I pushed back on Trendy a lot at the time (I like my customization), because months after the promised content wasn't delivered and it was clear DDE was failing. They only rewarded anyone with any Dungeon Defenders game with $5 of in game currency for DD2.
  10. Going to copy and paste this here as well. I feel like a few of the stretch goals in the kickstarter are poorly designed. How do we know the value of the following stretch goals? Challenge Maps New Enemy and Map Bonus Boss Fights They're essentially meaningless without releasing finalized information on the game before the kickstarter, otherwise you can turn around and say "these two maps are because the kickstarter was successful." even if they were planned from the start. How can I get excited about unlocking more content when I don't know what content there was to begin with? If you said there are going to be 15 challenge maps, 20 enemy types, 18 base maps and 3 boss fights. Stretch goals unlock 2 more challenge maps, 1 new enemy and map, and 2 more boss fights, then there's something to go off of... An easy example is a lot of boardgame kickstarters. I've backed a few that clearly show you unlock more cards/characters if it's more successful (example). I clearly know what I get from the stretch goals.
  11. My thought on the stretch goals...with no information on how many or what maps are going to be included, how do we know the value in the following stretch goals. Challenge Maps New Enemy and Map Bonus Boss Fights They're essentially meaningless without releasing finalized information on the game before the kickstarter, otherwise you can turn around and say "these two maps are because the kickstarter was successful." even if they were planned from the start. I mean, how can I get excited about unlocking more content when I don't know what content there was to begin with? If you said there are going to be 15 challenge maps, 20 enemy types, 18 base maps and 3 boss fights. Stretch goals unlock 2 more challenge maps, 1 new enemy and map, and 2 more boss fights, then there's something to go off of... An easy example is a lot of game kickstarters. I've backed a few that clearly show you unlock more cards/characters if it's more successful. I clearly know what I get from the stretch goals.
  12. I would bet it's going to function more like DD1 splitscreen where everyone plays your characters when they jump in on splitscreen.
  13. No need to be antagonistic towards the devs. They don't choose what payment options Kickstarter has. With that said, there are ways of having a card to pay without it being a credit card. You can easily buy a Visa giftcard or other option and use that as payment.
  14. In a game all about loot and obtaining gear, duping would be a terrible idea. There are other systems that can allow people to play together without destroying one of the main reasons to play the game.
  15. This has been brought up and discussed multiple times. Trendy already knows the concern people have. They've said they want it in as many storefronts as possible. Not sure why this continues to be brought up over and over again, especially when you have quoted their official statement that they want to be on "as many...as possible."
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