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jako3578

Defender-In-Training
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Everything posted by jako3578

  1. Sometimes, it's even hard to tell if something is a title, or just a part of the name itself... I agree so much, that the titles need to be more noticable ingame. Also, bug thumbs up for animated titles! Although i kinda doubt that'll get implemented, as it probably is too much work for simply making titles look a bit cooler..
  2. I've noticed a bug with the lighting, where it basicly goes through objects, although the shadows of these objects are working perfectly fine. However, the light still hits the hero through these objects, which i guess is a bug. So far, i've seen it on liferoot forest, greystone plaza and forgotten ruins. Here's a couple of screenshots showing the bug: http://gyazo.com/718178664c8b9a9968d24fb0ea4e36b5 http://gyazo.com/3048f602c036f755ed40e71199de2371 http://gyazo.com/12746566f1f73c252e4ec978edbde8b3
  3. I'm pretty sure they told in the devstream 20, that pet active abilities are going to be implemented in the next patch!
  4. Actually, with the sheer amount of cases stating that the very first out of all 3 available types is what people get 60-70% of the time (multiple times in a row) does somewhat prove rarity. It's simply numbers mate. It's how RNG works. If you get the exact same thing and it only changes a slight percentage of the time then that is evidence of rarity. Rarity by quantification is what we're using to figure out it exists. I know, but that really depends on how many people experienced this. They might just have been lucky, but i do see that it does kinda prove it. However, i'd still like someone to confirm it ;D A rarity system would be cool after all, but it doesn't seem like any of the pets currently in the game look cooler or have other reasons to be more rare than the others.. So in a way, it would be kinda wierd if they've already made some pets more rare than others, and that's why i would like someone to confirm whether or not it's actually a thing at the moment. =_= I really don't get you. The rarity system already exists for Gear, why wouldn't it for Pets? It existed since DD1 just in a ever so slightly different form. We have proved it by the sheer lack of certain pets being common hatches. At this point, it's not "kind of proven" it's pretty much a fact now. You want someone to confirm it? I'm pretty sure someone mentioned it in a Devstream that some pets will be rarer than others. "Lucky" is part of RNG. Luck is the wildcard for rarity. Being lucky once or twice doesn't remove the fact that something is or can be "rare". Pets don't have a reason to be rare? Being rare gives them a reason! If a Pet is rare, people will keep trying until they get it. Thus, a reason for it to be rare. You can be in doubt all you wish but I won't. Rarity is extremely common for these types of games in general.. I do see how there must be a rarity system when so many people get the same pets, i just thought it would be kinda wierd to have it already with only 8 pets that also seem quite similar in quality.
  5. Actually, with the sheer amount of cases stating that the very first out of all 3 available types is what people get 60-70% of the time (multiple times in a row) does somewhat prove rarity. It's simply numbers mate. It's how RNG works. If you get the exact same thing and it only changes a slight percentage of the time then that is evidence of rarity. Rarity by quantification is what we're using to figure out it exists. I know, but that really depends on how many people experienced this. They might just have been lucky, but i do see that it does kinda prove it. However, i'd still like someone to confirm it ;D A rarity system would be cool after all, but it doesn't seem like any of the pets currently in the game look cooler or have other reasons to be more rare than the others.. So in a way, it would be kinda wierd if they've already made some pets more rare than others, and that's why i would like someone to confirm whether or not it's actually a thing at the moment.
  6. 6 Purrlins and 1 CatHatter with 20 dmg, lol. I am using the CatHatter anyway... it's not like a 70 dmg Purrlin is any good either. Given that the other people I've seen hatching gato eggs are getting predominantly (if not exclusively) Purrlins, I assume it's a skin rarity situation. Please release the stat re-roll item soon. Split up the eggs so we can at least incubate the skin we want, or put the skins in the shop for gems. 8 hour incubation + skin rng + stat rng makes me a sad panda. I think that the way it is now, you're for some wierd reason very likely to get the same pet alot of times in a row. However, i don't think some are more rare than others. I got the cathatter in my first try... Yeah, that doesn't exactly disprove rarity. It simply means you got the RNG gods too look your way. I know, but the fact that you got alot of them doesn't prove it either though... I think we need an answer from the devs on this question xD
  7. 6 Purrlins and 1 CatHatter with 20 dmg, lol. I am using the CatHatter anyway... it's not like a 70 dmg Purrlin is any good either. Given that the other people I've seen hatching gato eggs are getting predominantly (if not exclusively) Purrlins, I assume it's a skin rarity situation. Please release the stat re-roll item soon. Split up the eggs so we can at least incubate the skin we want, or put the skins in the shop for gems. 8 hour incubation + skin rng + stat rng makes me a sad panda. I think that the way it is now, you're for some wierd reason very likely to get the same pet alot of times in a row. However, i don't think some are more rare than others. I got the cathatter in my first try...
  8. You can when that pet is paired in the same egg as the pet you like, and then make you go through them at a rate of 2 pets eggs a day. If we're going to be forced with these god-awful time gates, at the very least we should have some measure of getting something we want out of the wait. I don't think it's a problem that some pets are paired, and tat you won't like all of them. You're not suposed to get what you want instantly either... BUT i really agree with the timer thing, it shouldn't take so much time to hatch that it might take days and days to get the pet you want, and i do see a big problem in not being able to get the pet you want. Maybe instead it should be made so that you can do something in order to increase the chance of getting the pet you want.. Or do something in order to hatch the egg quicker...
  9. I'm sure loads of people think it's both funny and kinda cool... Also, why is it their fault that you were VERY unlucky? Sometimes you'll have bad luck man, not their fault... And you can't blame them for making a pet, that you simply don't like just because of its look...
  10. 1: Make eggs more rare. They drop so often that they eventually become useless, especially when they'll rot anyway. 2: A new hatching method that doesn't take this long, perhabs one where you actually need to do something in order to hatch it instead of just wait for 8 hours. 3: When i jump around my pet gets inside my body all the time, perhabs make the pets fly around just a bit further away from the players or something like that.
  11. It'll be free to play on ps4 just like on pc i think, but not before the final release.
  12. Hello, many French people love the game and although it is still an alpha I wanted to know if a French patch is scheduled before the release of the games? Thank you for your response a big fan. Translated.. Don't know the answer though, maybe someone can answer this guys' question?
  13. I saw some threads about this some time ago, and i think basicly they wanna wait making the shops balanced until the game is far closer to launch... the loot system needs to be almost finished before it's worth trying to balance a shop, something like that i think was the reason why they're not doing much about it YET... :)
  14. Scrolling in the inventory is quite buggy, which it has been in every single patch so far in one way or another... In this one, scrolling with mouse wheel is quite smooth though which is nice, but scrolling by clicking and holding the little bar in the right is buggy... Also, if you close down all the bags, it'll scroll extremely slowly, which i guess either is a bug or a thing that definitely should be changed. All in all, scrolling always was and still is buggy, and i don't mind much... It just needs to be completely smooth at some point before release i guess :D Other than that one bug however, these improvements are awesome ;D
  15. A server list system has been suggested several times before, and i'm quite sure they've said that they're going for a matchmaking system instead, so that won't really be an oportunity. Also, this is a pretty old thread where people discussed the entry tavern, not the social tavern. The entry tavern is what was there before the social tavern got in the game in the last update..
  16. Perhabs some lower graphic settings would be nice. However, i don't think this is possible. They've already made the base game, so graphics and that kind of stuff probably isn't to be changed.
  17. Yea, it should be 100% depending on what maps you've unlocked and nothing else. The loot and difficulty can still be based on the levels, but there should be nothing called level ranges in the campaign mode.
  18. Just saying if it's temporary it's better to have it temporary this way than temporary being it too good, 'cause it's not most likely easy to balance specially when loot is always taking changes, so in order to have the loot balanced and fixed we can't resort or focus on the shop. The shop will most likely not stay like this, it will be a later thing as it depends on a lot of other features, and having the shop changed after every change to the loot so it can stay balanced would simply delay the game's development. I agree with that, it just can't be like this when it's finished.. But yea, when temporary this is probably better than wasting time on changing it.
  19. Only if they leave the tavern/game, if they are still there afking or upgrading or W/e they're still un-sell-able Oh, i wasn't aware of that... I guess it has to be fixed in some way or another then.
  20. When i play with two characters at once in campaign mode and one of them gets just one level higher than the other, i can't go ingame with both of them. That's because one of them joined a higher level range, and the low level can't join that level range. My suggestion is changing it so that progression in the campaign mode only depends on what maps you've unlocked... Or at least make downleveling possible so that it's possible to play with several characters at once.
  21. If there isn't even a reason to browse through them, they would only be there for making the tavern look cool.. They would be useless.. So rather well working shops than useless but decorative shops in my opinion.
  22. I totally agree with you! It would be really cool to do that. I am really glad to see the enormous laggs in social tavern fixed. Personally, I like the idea of it, it kinda "forces" player in a good way to deal with others, so with options of Interaction, people will have more fun playing the game. Multiplayer is more fun most of the time. the FIRST thing that need addressed with the social tavern imo is to limit the amount of defences each player can place AND make the server automatically remove your defences when you leave it. Something like giving each player maybe like 100-150 DU that is ONLY for their defences(versus the shared 600 DU pool there is right now), and then as i said as soon as you leave make the server remove the defences you place. For now you can sell other players' defenses though, so that should be a fine temporary fix for that problem.
  23. I agree the rewards should be bigger, but many players don't have the ability to play for a whole day. Most people have jobs, or attend school, or both and can only play for a couple hours. I think these daily missions more target them, but I do agree that they aren't very rewarding yet. [EDIT]: Maybe we could make the missions and rewards vary? Target both kinds of players. Small missions for small reward, and the other option the player selects from is a more difficult mission for a larger reward. Maybe simply make the harder, yet not more time-consuming. One kind of difficulty is the fact that it needs lots of hard work, and i agree with the problem in that. So, maybe make short, highly rewarding and more difficult challenges? I mean, a challenge can be hard without being too time consuming.
  24. I think the rewards simply should be bigger, then maybe make the missions harder as well.. You can only get a mission once a day, maybe make it a mission that it'll take a day to clear, but will be worth the hard work as well? I like the missions though, the problem is that there in my opinion would have to be TONS of different missions for it to work.. It would be wierd if the same missions started popping up after a month of playing the game.
  25. I like the fact that you'll actually try to get them... And why? Because they actually reward you.. The other mini challenges (Can't remember what they're called) give such small amounts of gold and XP that you don't give a damn about them.. These challenges give more, and that's great!
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