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Junior Defender
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Everything posted by MadArkael

  1. Some sort of internal gear level requirement to complete a level (a guess at what kind of stats a character would need to do a level) and scale potential loot accordingly. No more insane HC tavern defense where items with 60 stat bonuses drop, but the map requires 250 stat bonus items, make sense? I like specialized rewards for challenges and what not, but gear drops, appropriate for the challenge, missed the mark in quite a few DD1 maps.
  2. Awesome. Yeah, weekly updates is not necessary, and people asking for information is nothing personal to you or your team, its just with the unregulated nature of kickstarter and go fund me and the like, the people can really be stuck holding the bill for nothing, and like I said its nothing personal, just like the occasional eyes popping over top of the cubicle saying, "Hey, still here."
  3. Ok. My post was simply saying asking for 15 minutes isnt a big deal. You wouldn't keep investors out of the loop for 2 months. I don't follow this, this closely, I honestly think they're going to listen to too many people and we're going to end up with DD2-2. Thats neither here nor there, however. My point is, 20 people working 40 hours a week, 4 weeks a month is 16000 man hours. 15 minutes is not unreasonable. (1/64000th total time) And like someone mentioned above, on the kickstarter page where everyone knows to look. Its not about complaining about communication, its about status, outlook. Edit: You get 0% of what you dont ask for. The quick to defend people that are well able to defend themselves is overdone.
  4. It is not unreasonable to ask for 15 minutes of one persons time. 3 Paragraphs with very little detail. Whats being worked on, general consensus on if they're going to hit their targets, and whats next. Don't need a blog.
  5. I guarantee a lot of us feel this way. I mirror these sentiments exactly.
  6. Back to the meat and bones of what the OP was getting at here. - Having super rare things based on RNG is super fun when they drop. Do not take this away from your hardcore crowd. (I bet money they gave the large donations, I was not one of them I did a mid-tier) - You should be able to experience the entire game without seeing said rare item, or maybe even knowing it exists? - If you are a person that cant stomach long periods of grinding, then back to my previous point, play the game organically and see where you end up. Hopefully you feel fulfilled - I only want 2 things from the dd2 loot system. I dont want my gear sniped by a leecher (instanced loot please), and if an Item drops on the ground, lets pretend that I earned that, do not kick me out of the game so i cant pick it up if i lost. let me collect it and move on, maybe it helps me get a little further, maybe it doesn't. - How do you make upper tier gear special thats not just looking for higher numbers? Dont get me sidways, higher numbers are a must, but I think they should be a baseline to what should be expected. People keep saying evolution, I agree, build on the dd1 loot system, and figure out a way to balance potential special properties in a way that we all aren't looking for the same high numbered piece of gear with the same special property. Variety is a sweet thing. Or maybe there's a different way to make it unique that my limited brain from every action rpg can't comprehend yet. Please do surprise me. Sincerely, A big DD1 fan
  7. Please, no. It is my opinion, that if you try to bring too much of the dd2 loot system over, you're going to lose much of the excitement. Playing a map, and magically increasing the item level of what can drop, and doing that over and over until I can get the max tier, is not a loot system at all. That might as well be an idle progression game (like cookie clicker where you get to see neat numbers go higher, yay...) Having special cosmetic pieces to try to aquire, or a piece of gear that has a special name that might have a special ability that could help you reach past where you are currently is a nice idea, as long as the people that put in the time can farm late game items that can roll better stats, If you leave the builds up to unique items, you will have no variety (diablo 3) I am excited about this game, but this post (the OP, not you Gigazelle) makes me cautious, in a big way.
  8. I like being able to know what I'm going after, but I think if you remove random loot from the game, you're not really making a dungeon defenders game? The only reason anyone still plays the first one, is to grind for that RNG loot. (I also realize that going after specific loot doesnt mean it wont be random for the most part but have some unique items, which is totally cool)
  9. I might say its a little bit of a grind, but having a 'player level' that all your chars scales to also, seems like you didn't work for the benefits each character brings to the table. I honestly don't know how I feel about it either way.
  10. Appreciated. We look forward to helping you (and by help I mean play ) during the closed beta. With the amount of hours a lot of us have in the original DD1, you guys definitely deserve our support.
  11. I do agree that meta was meta in DD1. You had to have an EV, you had to have a summoner. before changes to LT's occured the maps I was able to accomplish had some variety between apprentice and squire towers, but that's it. if you're not using a buff beam, you're not doing it right. I think, as far as the summoner goes, the summoners summon units went away in dd2 to make it not required (I know the character has a different name). I agree that there should be some variance in what can be used to complete a map, I just don't have any good suggestions on tower design to make that possible. I do like being able to customize gear to an extent. Just not DD2's gear. It was overly simplistic. I'm open to a lot of things here, but I prefer details. You can have whatever stats/called whatever names for our characters, but some sort of info panel detailing exactly a tower stats (hp/dmg/fire rate/effective dps) and how they're affected by either a different piece of gear you're considering, or some sort of flat change, so we can make informed decisions, and more accurately discern soft caps on the fly. - Anyway went on a small tangent there. If there was no change to DD1s gear system, I'd love to be able to swap 2 stats on an item around. IE swap the hero dmg value with the ability 2 value, and only once per item. Maybe throw in that information about how it affects tower stats in a popup before hitting accept on the changes. I know that might be more convoluted that we're looking for, so i guess being able to swap the modifiers of two stats with each other one time per piece of gear would be fine, and we'd figure out what was best eventually after making mistakes. Is that what you meant by gear customization? I agree with you on gear uniqueness, besides prioritizing what hero stat, or what tower stat you were looking for. Gear had to be a certain way to be good, so there was very little variety.
  12. Exactly! Nail on the head my friend. There is no better feeling when hours of farming pays off with an item that drops with exactly the stats you were looking for. DD1's style of item stats were more specific and had much greater range in which they could roll, which made this feeling even greater. I don't like the negative stat values that exist everywhere on DD1 items, but there was a system in place that worked on the maps that you could farm.
  13. I agree that there are some elements from DD2 that can be adapted for sure. - I like having instanced loot. When I build a map on DD1 I'd rather not have to worry about someone ganking the stuff that drops. I find DD2s forced progression very uninspired. You get this power of item to drop and now the game allows this power of item to drop, I'd rather work for my oldschool action rpg farming just like DD1. In DD1's current state, there's an unbalance with 3/4 of the maps. Almost all of them don't drop gear that could potentially help you do them. Which is why I made the point I did. I'm not asking for handouts (DD2s system is a gimme system, too easy) I want to earn it. DD1 maps had a definite range things could drop in. There was no bumping of item power because you just looted the previous item power. DD2's system really takes the farming aspect out of it (at least getting to c7) and just makes it like walking up stairs, which I find, again, uninspired.
  14. My 'feedback' as you're referring to it, is more of a cautionary tale from playing DD1. Just airing my worries that this will become a bland mixture of the two games. The rest was suggestion.
  15. Reading over these forums especially in suggestions, it would seem we have a lot of the same feedback DD2 got that made it, well, DD2. You hooked me by saying you were going back to your roots. I know you're using a lot of the same assets and what not from dd1, which I'm happy for. Please, please. strive to make the first game better, not a jumbled combination of the two games. This is not to say there aren't aspects that cant be borrowed from its 'successor' just don't lose that roots focus. QoL was mentioned, endgame gear has always been hard to come by and grind for (loot whores for life) Maybe having the option to view items in more of a sortable table where we can digest the data much faster would be called for. (Maybe not have such a restricting number of items we can have in the forge? Or potentially do a 'PoE' and allow people to support your game by purchasing item storage in large amounts) A customizable filter than marks items on the ground. Like the thumbs filter from DDE where you can prioritize stats/potential stats with upgrades. You could even go simpler, and have "Display Items with summed DPS stats above ___" - "Display Items with summed Tower stats above ___" And also do the same for the character ability stats, 1 and 2. Borrow the include upgrade checkbox from DDE so it becomes "Items with potential summed stats" - My reasoning here is more gameplay/less sorting and picking up trash that you have to go through later. LT's - I love them so much, hence why this next point hurts to say: Their current state in DD1 allows people like me with scrub gear to solo Moonbase survival. They need a tuning (sorry LT fans) Event Items. Ok, events are engaging and cool, maybe limit the items from them to top tier gear thats achievable via normal means, BUT with a real unique aesthetic? Some of the event items floating in dd1 are cheaty and broken. I saw this mentioned in another thread, I will reiterate: The rate of progression in the game is very chaotic. You have to know what maps to do to break through tiers, and it kind of becomes gimicky, rather than "Ok, I've completed Insane HC, Now onto nightmare! Oh I was defeated, but before I died several items dropped that may not benefit me this time, but are at a quality that if rolled correctly would be an upgrade" - So we don't have to resort to 'gimicky' throne room farming, for instance. Another point that includes in this is: Every map should have the chance (no matter how small) to drop gear that would allow the person attempting the map to potentially do it eventually with enough persistence. Think tavern defence on insane HC. You need high quality NM gear to do this, and the drops from the monsters are utter trash, they in no way shape or form are even close to what you would need to complete the map. I'm not asking for easy mode, just want to be able to progress (slowly) with perseverance if I stick it out. This is already longer than I had planned - Appreciate those who made it this far. I've wanted a DD style game and kept a look for years. I spent some time in dd2, supported it a bit, it just isn't even the same game. Looking forward to where this goes!
  16. 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)
  17. Thought you might enjoy this: 70 Items to pick up. Stash is full in what 5 waves at that rate?
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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
  25. 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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