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MadArkael

Junior Defender
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  1. I find there to be a lot of potential in this idea, and also a game balance nightmare potentially, but if gear could potentially roll a random tower modifier. For instance: DST projectile speed * .25. +1 meter AOE radius. DST damage * .75. +1 mob penetration. Explosive Trap damage * 2. 10 maximum mobs affected. Explosive Trap Landmine conversion. 1 target maximum. Charges * 30. Recharge rate * 50. Obviously these are a quick attempt to start a discussion on adding flavor beyond their initial design, creating alternate build strategies down the road. No real balance thought was given to these.
  2. Yeah when the community dev team added the force wave key bindings for the host in DD1, the world rejoiced! :)
  3. I would totally be behind a "full speed ahead" mode. Since it increases difficulty, it might make for a minor stepping stone in between difficulties as well if it adds a small quality factor to items dropped. I dont know whats in store for massacre mode, but little toggles like this might make for some variety builds to better handle the horde or whatever each toggle has that alters gameplay a little. (ogre mode ) Nevermind, like I said above, small stepping stones to get progressively more powerful to handle the large jumps in difficulty that tend to accompany a difficulty change.
  4. Send next group of creeps. Large swaths of time are spent with no mobs on the map . Just figured I'd throw this out there, as wave 15 runs for pets last 3x longer than they should currently. Appreciate your time. (and mine heh)
  5. I see only one item you should be looking at and thats the supreme piece right there. you dont have to funnel through trans gear because its not worth it if you can reach wave 32 on moonbase. that, and im pretty sure that you had your mage or your boost monk out, and that means around like 70% of all the drops are going to be weapons and i am almost certain that every single weapon there isnt going to be better than a mischief maker like the one youre using. if you were farming armor, youd farm moonbase. and youd typically only have summoners out so only armor would drop. if you were farming weapons, youd typically farm the campaign version of any map on nmhc. but, since youre using a monk and/or an apprentice to farm items on moonbase survival, youre generally going to be getting mythical tiered trans weapons with very poor stats. you said, and I quote, " If you could hide all the items on the ground, and only see exactly what you want I don't see how that's a bad thing." well im going to be responding by saying you are seeing the wrong things my fellow dd player "If I could hide the items on the ground" Meaning with another intuitive toggle-able UI element that shows either the sum of whatever stat you have selected or, is more in depth and is above some sort of pre set filter in the options. Hide all but chain, now only the chain above x stats are showing. That supreme on the ground was a weapon, I was using app, for higher base tower dmg, 2 boost summoners and a boost monk to rip out some quick mana. Again everyone cant see past their own monitor. I have played this game enough to know how to build and progress. These filters would be incredibly useful to someone who is new. (I would also use the tar out of them) I totally get people are like "but I dont need it" for me it really boils down to, this is a PC game that the menus are built for a console, you get very limited information displayed very poorly. I just want to go through my stash less. Maybe the answer is a new item box UI. the 12 items a tab (without folders) on a pc game is kinda meh. DefUI anyone? (SkyUI)
  6. Thought you might enjoy this: 70 Items to pick up. Stash is full in what 5 waves at that rate?
  7. Ok. So the pick everything over a certain rarity up and look at it later is the answer. You waste tons of time looking at items just like we do. You do it after the game is the difference. I'd rather just not pick it up to begin with. We mentioned such an option should be toggle-able. So even if it was not implemented in such a way where it would be easy to see and caused more clutter, you could hit a corresponding hotkey and it would *poof*. Darkened is also suggesting being able to hide items all together. If you could hide all the items on the ground, and only see exactly what you want I don't see how that's a bad thing. Also imagine starting from scratch again, picking out the good from the bad is always much more difficult in the beginning. I'm at the trans stage currently after doing a 'restart' and even at this stage like for instance on moonbase survival I'd love to be able to see the highest sum tower/fps stat item with upgrades included on the map just show up so I can see and decide if any of my chars can use it, then hit control G again. I do understand your opinion from an old player perspective. You personally have most if not all of what you need. Try to put yourself in a new players shoes who's trying to get over that wall to start really making progress into nightmare and just wants a super easy way to identify those higher stat items. I just imagine some system where the time spent evaluating items is cut at least in half. The "build" times I've spent in maps sometimes is ridiculous. Appreciate you making conversation even if the perspectives are different.
  8. Hey, I'm an old player, probably like you. If there was an easy way to KNOW an item on the ground is over a certain threshold and worth picking up immediately when it drops? Why wouldn't you want that? Edit: DD's inventory system is atrocious, filtering through the box is like shoving bamboo shoots under fingernails.
  9. While "my work", as far as DD is concerned, is simply playing the game. I will indeed keep that up :) Thanks for the stamp of approval. Also, as I mentioned above. Plane has said changing the current system is really complicated for a variety of reasons, so I don't think that's on the table. Hence why I pitched the idea as a UI element. Again, thanks for your comment and support.
  10. I about 10 to 12 days ago deleted everything characters, equipment and started from nothing for fun. Mythicals aren't worthless. I've seen a mythical where you could almost max 3 tower stats. That's a nice piece of equipment. I have some trans gear already of course, but what about those higher tier mythics that would give me upgrades right now while im waiting for the right trans piece to drop, so i can farm higher maps, and more efficiently? Everything is a step to something else. Mythicals are hardly worthless.
  11. Been wasting hours of time looking through thousands of pieces of garbage every game since January of 2012. I'm just asking for a better pointer.
  12. That's fine, and I agree with that. However, I believe everyone could benefit from a most basic one, hence why I was suggesting the most simple form which just displays total stats of a certain variety. I must, however, disagree with the current state of loot being ok the way it is, for anyone that plays for longer than a couple hours is going to start realizing that the green is not what its supposed to be and if they've played any game with gear in it, I bet they look through the options to see if there's a different filtration mechanic. I just did a fresh start. I literally deleted all my characters and all my items. So I get to re-live the chaos that is filtering through mid to high tier mythics and the huge range of stats they provide.
  13. Almost every game I've spent considerable time in, is a farming game, I love grinding for gear. What I don't necessarily like is spending hours grinding with a lingering sensation in the back of my head that i potentially threw away something worth picking up. With that said, I have talked to plane briefly about my post in the Update 4 QoL thread, and she said changing the way the game evaluates upgrades is more complicated for a variety of reasons. Understood. However, from what I have seen added, UI elements seem to be things that can be altered and added. The actual suggestion: Add a toggle-able option to display, like the item beams, a beam with a number at the top that identifies the total number of either DPS stats, or tower stats, and possibly have the highest value, of whatever type you have selected, currently on the ground show up on the minimap. - Essentially a shaft or arrow arriving at a box or bubble above the item, that displays the sum of the selected stat. Curious as to what everyone's thoughts are on this. I love farming games, I always want to get the most out of what I'm already doing as well. Thanks Everyone
  14. I can't believe the most obvious QoL suggestion is absent this thread. Different loot filtration. Maybe this has been nixed elsewhere? I'm not asking for much, A very useful and very easy way to do this would be a single UI element checkbox in the options somewhere that simply runs a different check for 'better' loot. I just want it to compare total tower stats versus currently worn item tower stats. Item on ground has 124 TH, 212 TS, 212 TD, and 200 TR, totaling 748 tower stats. Item worn has 350 TH, 270 TD, and 100 TR totaling 720 tower stats. meaning item on ground shows as better. The logic behind the calculation for this would be incredibly easy, as far as implementing it into the game and changing the current one, I have no idea. If you wanted to take this idea one step further, while tickbox is enabled comparing tower stats, ground item comparisons show the total somewhere in their pop up. Please for the love of pete. I KNOW i have thrown away superior tower items to the auto sell after the wave because looking at every dropped item is stupid. Much love guys, thanks for hearing me out.
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