Jump to content

giraffehead

Junior Defender
  • Content Count

    52
  • Joined

  • Last visited

    Never

Everything posted by giraffehead

  1. Just happened to me. Picked up a legendary shield and now it is gone, along with my Mythological monk medallion that I could really use. I hope Trendy figures this out soon.
  2. The more things that drop that don't end up in my temporary bag the better. If this were an end game mechanic I think it would really help out with all the trash drops.
  3. Someone has mentioned before that a dummy creep lane would be helpful for testing tower combos.
  4. It's all about making the tavern your own. Regal looking shop keepers, schmancy shop fronts, decked out target dummies, custom rugs, and tougher guards. Or you can have Paul Bunyun forging weapons, a mermaid in a water tank selling relics, Big foot manning the bar, and teddy bear guards. Whatever man, just give me options.
  5. I would like to see skins for the individual shopkeepers in the tavern. This can be extended to skins for their shops as well (I currently don't like the armor shop keeper and would love to see some choices here). I would also like to see an ability to randomize my favorite skins so that I would get a different shopkeeper each time I entered my tavern. I think the more customizable the better (i.e. the more parts that can be purchased individually).
  6. Even holding 'm' to drop mana continuously would be better than jamming my keyboard 60 times.
  7. 3. A button to set it to toggle viewspace. ie. only show loot collected this session, only show loot collected in previous map. stuff like that, instead of scrolling down and figuring it out (Which I used to have everything in folders so everything unsorted is new!) THIS MUST BE IMPLEMENTED! Each item that is picked up should have a border (or some visual) letting the player know what hasn't been looked at yet. This way when the player opens their bag after a few maps they can see everything they have picked up since the last time they cleaned out their bag. ALSO When looking at c
  8. I have a feeling that Trendy is setting up the Hero deck to have additional slots bought with real money. I don't think this is a good idea either. I am hoping they will just unlock as you progress through the game (please PLEASE be opened with progress).
  9. I agree to the "Bundle" pack as well. Map + Hero. Would the hero be unlocked right away? Or would you need to complete the map first on x difficulty? Always good to generate some conversation. Good question. I think it would be fun to have to unlock the hero in an expansion. I would want more than just a Hero plus a Map, but now we are in the area that I would just prefer more but would be willing to purchase.
  10. Those are listed as a trial. You know what you are walking into. You know you will be paying a subscription. That is not bait and switch in any way all at. It is pay to play, yes. I will happily play to play a game I thoroughly enjoy if there is truly enough content to warrant having to pay to play the game. Wait, I did that. I was happily paying $360 in EQ2 fees each year. Not one regret. I got more than my fair share of quality gameplay, socialization, community, etc during that time. That is why the MMO genre is capable of using a model like this. It is because how much it can offer. To kee
  11. I love the Dota2 model as a player, but I'm not sure it (or LoL) can be emulated completely. For one, Dota2 has over a hundred heroes to play; Two, it is more of a chess match game which you can play over and over again but remains new because of who you play against and the characters that you can play; And three, some of their money comes from competitions. One thing that they do that might work here is dropping chests with random loot that take keys (payed for with real money) to open. I would support this. If chests were to drop after a victory (or defeat) or if it was a rare drop from a
  12. The first time I had heard about the Dota2 workshop I was excited to make some items just for the fun of it. I didn't know that there would be any money in it for me, and when I heard that, I thought it was an amazing opportunity. In the end I didn't end up making any items because I just simply don't have the time to do so. But I think you are underestimating peoples desire to one: make something awesome, and two: make something that others will get to interact with. This is what drives all creative fields. Give people the opportunity to be creative and they will come. Give people reward
  13. I don't know about a javelin, but if I could pick up the dynamite that the kobolds drop and throw it back I would do that every time. It would also make it so that I wouldn't dread seeing them running down the lane.
  14. I think more has to be done than this, but this a good start.
  15. Eh idk, but I do see a lot more people with skins in league than in cosmetics in dota (pretty meaningless, but still). Also I know how many people purchase champions in league, so averaging I would imagine is much higher in league. However I could be biased because I prefer league over dota2. As far as I can tell the information just isn't out there to make this argument any more than conjecture. I agree that LoL has a great model, but Dota2 has the model that really feels Free to Play and they appear to be doing quite well.
  16. Edit: @giraffe, DOTA2 has an awesome business model but their revenue is nowhere near leagues. So yeah its great for us, and steam/valve makes a lot of their money through other sources to keep it great for us. But from a business point of view, league is still make way more than Dota2 They also have a much bigger player base. I would like to know how much each is making per player of their respective games.
  17. I agreed with you. Have you played league of legends? Their business model is close to flawless. Dota2 has done it flawlessly because you don't have to pay for heroes and they are competing with LoL. Anything you buy in Dota2 is cosmetic only, no compromises.
  18. Please do not get me started on the "free to play" thing in this thread also. It is tooooo vague. I think this is the point of threads like this Backinstabbin. We need to narrow down how this game is going to be free to play. There are quite a few ways to set up a Free to Play game, but these are the four main models that I have seen. Limited Time - Usually used in MMO's that give you the first 10 levels free but clamp down on what you can do after that. This is a bait and switch and feels like Pay to Play. Boosts - You can play the game free but the grind is created to be insufferab
  19. Nothing, I don't want a pay shop. Unless it is like the tavern keep that sells mediocre pets some times for mana that is it. Nothing for real cash. They have stated that the game will be free to play. If you don't buy anything for real cash, then you will not be supporting the game in any way.
  20. I'd love to have a little badge on each of our hero's with the letter C just like captains on sports teams have. You could even make it small enough that people would have to zoom in to see it. I can just imagine councilors running up to each other and zooming in to see if they were playing with fellow councilors. This makes sense, maybe not this exact idea, but something similar. If we are given anything it shouldn't be to show off, but to reminisce about the good old days of being a councillor.
  21. I like crafting for items that you have already found in the world. Gems are usually used in the scenarios that I enjoy. Find items, find gems, customize gear with the gems you like. I could also get behind having a crafter in the world that you have to level up somehow to get the enhancements that you want for your characters. (Example: take a crafting pet out with you, it wouldn't do any damage but would level up your crafter)
  22. Eliminate the seperate stats for hero / tower. Have both hero dps and tower dps increase from the same core stats. Then every character is a builder and a dps. I think that's more in line with the game's premise. I agree with this simplicity Dagrath, but I was hoping for more choice in how a character would DPS and how their Tower's would improve. Papafhill, Why did you like the choice between Tower and DPS?
  23. Hybrid builders are practically non-existent end game. It's actually pretty possible, but I think people just don't want to use them. They want to use the best possible heroes for any particular situation, even if the heroes are actually much more powerful than required. Actually, I think it isn't that hard achieving decent dps/tower stats for a hybrid hero. You don't need a huge amount of hero damage since the hero damage scaling tapers off at higher values. So just sacrificing your pet, weapon and maxing resists on your armor for a tower char would probably be decent enough as long as your a
  24. A DPS Squire and a Tower Apprentice walk into a bar... I have had this thought in the title for a while and I haven't come up with a good reason for it. I have played Dungeon Defender games where I would set up most if not all the defenses while my friend would jump around collecting mana and asking if I were done so we could start. Then combat would begin and my friend would jump into the fray and massacre as many enemies as he could while I sat back and hoped a Dark Elf wouldn't find me. Confession: I didn't play the endgame long, so I will need some more experienced players to chime in
  25. 13. Every class should have the ability to help out the towers in some way, without costing DU - similar to Monk's AoE buffing abilities. This would ensure that all classes are welcome and useful, regardless of their role. 14. It would be awesome if we could (after placing all buildings) equally viably play either a Builder or a DPS character during the combat phase - presumably, the builder would be better suited to repairing (and in combat rebuilding), while the DPSer can kill and assist with repairs. I think it would make sense that every builder character gets a bonus to their towers
×
×
  • Create New...