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Blacksmith

Junior Defender
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Everything posted by Blacksmith

  1. That is an interesting idea, the Ballista actually had a much smaller firing cone for most of DD2's development then it was made wider. We'll experiment with making it smaller. I do agree though with the problem you stated, it is actually something I dislike about the Ballista when I use it myself! Blacksmith Amazing idea right here!
  2. Hey there everyone! The Legendary Passives. Those should still exist in the game (if you aren't finding them then that is a bug). In fact, the monk's Purge Evil build is centered around that legendary passive (although we did rework it). We'll look into this and make sure they are dropping on that map.
  3. What he says is true! I imagine more of a girlish "teehee!" XD Well it depends... I'm practicing my cackles lately but sometimes I just don't have it in me. [[4370,users]] isn't kidding though, we have a giant switch called "Weekend Events" that I flip on and off!
  4. Hey Sweetwarlock, Thanks for taking the time to write this post. Sorry I couldn't get to it sooner but as you can imagine there is a lot we are trying to work on ATM. So PETS! Gosh we've made so many variations and iterations on the pet system since we first launched it. Believe me when I say there were about 6 or 7 different versions of the pet system before we even launched the Pets & Dragons patch (one version even had some pets turning into Defenses!). So you might be wondering what is taking us so long to get this right? Well honestly, as you are well aware, we are always super careful when it comes to anything monetized in DD2. DD2 will be a Free to Play game which means we at Trendy have to balance two things: 1. No pay to win features - we've talked enough about this that you all know our stance here. 2. We need to make sure we keep the lights on as we continue to develop DD2 because at the end of the day, Trendy is inhabited by real people with real lives and dependencies and as much as we'd like to pretend we are mighty demigods without a care in the world, the truth is we are human, too. It is a very delicate balance trying to make sure people are super well engaged with the pet system, are having fun using it, and at the same time we don’t violate our monetization goals of staying away from P2W mechanics. That said, we are currently working on some more iterations to the pet system. I can't fully disclose what we have planned yet, but we'll be running some experiments and asking you all how you feel about things. If it goes well, then we'll probably update the pet system yet again. Pets are also exceptionally tricky because they aren't just a piece of loot. Players approach pets differently. You want to pick the pet whose visuals you like and use that pet. We did consider a skinning system for pets but allowing you to transform a max level pet to any mesh you want might causes you to interact with the pet system only once and reskin the pet however many times you would like. This isn't how we want players interacting with the pet system. Ideally we want you to collect multiple pets and different versions of pets. If you get a powerful, epic, or mythical pet, we want you to feel excited because even though it isn’t a Legendary, there are some things you need Powerful, Epic, and Mythic pets for. I hope that sheds some light on the challenges of working with the pet system. What would it take to make you happy to see a powerful, epic, and mythical pet while hatching a premium egg?
  5. Thanks Alabama I can't wait to get that build in everyone's hands and see what you all think of it! Thanks for the support! Also, stay tuned for even more builds in the future ;)
  6. Hey there, We're actively investigating this pesky bug and a fix should make its way to all of you soon! We're sorry about this.
  7. Hey there! Funny you should mention that! This is actually due to a bug with passives. To explain it briefly, before this update we used to have certain passives appear on multiple items and stack. After this patch these passives only appear on specific types of items but are far more powerful (to make up for the lost stacking). A good example would be the passive that boosts the boost aura damage boost (that was a strange sentence...) Before the patch you were able to find this on multiple items but the passive was pretty small. So imagine you found it on 4 items with 5% boost from each item you ended up with 20% boost to the boost aura damage boost. With this update, we moved that whole 20% onto one item (relics). However! If you had items before the update that had this passive on it, say a helm or a chest piece... that passive was not removed. So you can get upwards of 80% boost aura damage while we were intending for only 20%! Have no fear though! We'll be releasing a hotfix soon that will look at all your existing items and if it finds a passive that doesn't belong on that item, we'll be replacing it with another passive. Thanks for your patience! And good find on this bug!
  8. This is awesome Yuwee (@iamison shared this with a bunch of people). We're also pretty unhappy with the black backgrounds in the TIB and how messy it looks but we haven't had time to fix it. Now we have your awesome references to talk about when the time comes!
  9. Hello Defenders! We recently fixed a bug that might cause you guys to think more strategically on how and where you build your Defenses! I wanted to take a bit of time to talk to you about it. Cores in our game have what we call a Prevention Volume that keep you from building Defenses too close to them. The goal here is to encourage more diverse strategies in different maps rather than always having you build right around the objectives. A while back we discovered that most (if not all) our cores were bugged and didn’t have those Prevention Volumes working as they should have. We fixed the issue and you will be seeing it in a hotfix shortly after we release our next patch. There is a lot of new and exciting things coming in our upcoming patch that we felt we should hold this back a little while until you all get used to all the new features. That shouldn’t prevent us from talking about it, though! Please feel free to reply below and let us know what you think of this change. I am personally really excited to see what sort of builds you all will be using when this goes live!
  10. Hello Defenders!!! So this has been an issue for a while. The good news is that it will be fixed in a future update. With that out of the way, I did want to take a second to explain some things related to passives. In order to clarify passives, I took a long hard look at the list we had so far and where they appeared. The goal was to "theme" the passives around the items that they appear on in order for you guys and gals to clearly associate what sort of passives each type of item can give. As an example: The head slot is thematically all about "wisdom" and "intelligence," so you will see things related to Magic, Mana Regen, Defense Range... etc appear on helms (for the most part) exclusively. With that change, when you see helms you will know what sort of passives you can expect on them and better figure out what helm you need for whatever build you are going for. We recently pushed that change out to all of you, and that is why you sometimes see few or even no assives appear on items. It turns out we do not yet have enough passives for all the item types. Because of this, we'll be reverting some of these changes and doing it on a more incremental basis as the amount of passives starts to climb enough to have some cool meaningful choices. So in conclusion, it is our medium to long term goal to make clear thematic associations between the item type and the passives you will see on these types of items. This will be a multiple step process but before we go too far down that road I wanted to ask all of you... What are your thoughts on this?
  11. Hey Gigazelle... That's fantastic! Thank you so much for taking the time to put that mock together and writing the post. You have a lot cool ideas there, I passed the post around internally as well so a lot of the people on our team got to see it as well. I'll make sure we evaluate your mock (maybe we can incorporate some elements) when we have another pass at the inventory. Thanks again! (also if anyone else has more ideas and suggestions... Keep'em comin!) Well, now that I know you'll get a notification for this post... *evil grin* First and foremost, INCLUDE STATS ON THE INVENTORY PAGE. Can't tell you how frustrating it is to not be able to see my stats when swapping out gear.Give us more room to drag/drop items into other bags. It's quite irritating having to try and scroll with an item in your hand.Stop with the double-bag hiding thing. Remove the minus/plus sign in the upper right of each open bag, and just use the bags on the left to open and close them.Don't scroll available bags on the left. This makes it very difficult to transfer stuff between them.You're wasting SO MUCH screen real estate by filling half the screen with our character. For equipping cosmetics, sure, give me half the screen! But for gearing up for stats, I only care about the numbers.Why is that silly little face avatar in the lower left? It has no point, especially when I can see my entire character on the left side of the screen.Here, I even made a mock up of what I'd like it to look like: As you can see, this mock up: Includes stats on the inventory page! Yipee! No more having to constantly swap tabs to get your tower ratios the way you want them.Gives us tons of room to drag and drop items into other bags.Doesn't scroll available bags. It even has room to expand once the bag limit for players is increased.The player is moved over to make much more room for the inventory UI. In fact, if you wanted it to take up the entire screen, I would not have any complaints against this. You can always adjust the size of the interface depending on the context; so if I swap to the cosmetic UI, the black box could shrink to make more room for the hero's appearance.Removed the silly little cartoon face avatar, because it does not serve any purpose.
  12. Hey Draemn, Thanks for starting this thread! We’re always looking for more feedback on our UIs especially the more critical ones like inventory. We are well aware that player interactions with the inventory are currently far from ideal and we've been steadily making improvements to that which we hope are making things better bit by bit. We’re still listening so any advice you all have or things you really dislike make a note of them in this thread or another! Thanks!
  13. Currency and experience boosts do not currently affect other teammates but that is something we are looking into and think it might be a cool addition to DD2 in the future. As for the rest of your question, these boosts only apply to the hero that wears them and obviously only when you are using that hero.
  14. Hey Snipper, We really enjoyed playing Tower Wars ourselves internally a while back! We aren’t ready to talk about future game modes in DD2 just yet but I will say we look back on DD1 and what was popular and entertaining there when we are discussing game modes (including mods). Keep an eye out for future game mode reveals and be sure to let us know what you think!
  15. Hey Thanks for pointing this out, this is actually a bug. We'll look into it! Sorry about that...
  16. We actually talked about this a bit. From our conversations with various community members, we found that most PC players were using a 3rd party app, like Vent or TeamSpeak, or were using Steam's voice coms. With all the features we're trying to add, we decided to punt implementing our own voice coms for the moment. That said, if this is something that's requested frequently, we can explore putting it back on the roadmap in the future!
  17. We’ll be revealing incursion modes soon which are meant to be the spiritual successor to Challenge Modes in DD1. You can see a sneak peak by watching this video. We are also prototyping new game modes that are meant to be harder and new map versions that present a more interesting challenge than before. We are also working on new versions of Special Enemies and a balance pass that is meant to make things more fun, interesting, and challenging across the board.
  18. We plan to have multiple difficulty levels in Dungeon Defenders II. We aren’t sure what we will call them yet though. We are also looking at different ways we can introduce interesting challenges to the game.
  19. Hey there Councilors! The tooltip for those special stats is currently broken. If it says 96% it is actually a 4% increase. Since you can get these on relics and have them stack, they are relatively low percents that can build up if you find a matching set. Thanks for your patience! We will be fixing this tooltip shortly, hope you guys are enjoying the Special Stats. What do you guys think about them so far?
  20. The bottom was grayed out because we only (so far) revealed 4 per hero. Even the ones we revealed were not final and were instead meant to demonstrate some of the things you could do with the system (we intend to evolve it over time). As for resistances. Everything in DD2 (enemies and heroes) have only two resistances: Physical Resistance, and Magical Resistance. Elemental weapons currently fall under Magic Damage sources so they are resisted by an enemy/hero with high Magic Resistance. So if you are a squire with a fire sword and you fight an enemy that has high MR you're in a bit of a tight spot, if you fight an enemy with low MR you do awesome damage. Same for the heroes, if as the Squire you have a lot of MR you can tank Fire Wyverns, Lightning Bugs and the like a lot better. If you have high physical resist you can tank Orcs and other non-magic enemies. I hope this helps!
  21. We have so far revealed only the first few weapons our heroes can use but that doesn't mean these are the only weapons our heroes will be using. Heroes will be able to equip more than one type of weapon which will largely be decided as part of their kits when we develop them. We'll be revealing more about weapons in the future!
  22. Hey guys, and gals. Ok so in DD1 the weapons had only 1 elemental effect on them (I think, only played on xbox). In DD2 will there be weapons with multiple elemental effects, so immune enemies wont destroy us if we put all the upgrade points into the elemental effect? Thanks. Hey Devak, no weapons that roll an elemental stat can only have one elemental stat. I will say though that the hard "immunity" system that existed in DD1 is not necessarily what you will see in DD2.
  23. I would like to start this off by saying thank you to everyone at trendy for the hard work they put into DD2 from my view it looks like it's going be spectacular game. Now for my question I would like to ask about map scaling, IIRC in DD1 the more people you had in your party increased the total amount of monsters needed to be killed, will DD2 work like this? there is times I prefer to solo over grouping and vice versa. I just want to make sure the community has the option to solo successfully, of course it might be much harder but the option is still there. Thank you.;) Hey there! Yes! We will have support for solo play in DD2! Unfortunately we still are not sharing any details on what that might look like just yet but I can say that we most certainly will support solo play in DD2!
  24. Apparently the answer is yes, visual spam is coming back. Just look carefully at the effects on towers and skills that have been shown so far. Since most of the 'lag' you talk about is due to a overburdened CPU, what you should watch for is 'particle' count or effect complexity, as it is a CPU-centric task to set up the effect (at each step of its animation) before it is ready to be thrown to the GPU's renderpipe. It is rarely the GPU that is the bottleneck and when it is, you just scale back the amount of AF, AA and other graphics settings. You can do some neat stuff with physx/CUDA/OpenCL to take some of the load, but you'd be pretty vendorspecific and excluding a lot of potential customers who dont have graphics hardware that is compatible or fast enough... so 9 of 10 it is going to be a widely compatible but cpu-bound aproach to include as much of the target group as possible. They probably wont even have a DX11 version, to avoid missing out on the XP and vista users, despite the greatly superior performance on multicore processors. Greetings! We are putting a lot of effort into making sure those specific problems in DD1 do not happen again. We are also monitoring how the game does on a series of min-spec machines so performance is something we are paying attention to. We won't know for certain how well we are doing until all of you get your hands on the game and start actively trying to break it :D!
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