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Found 2 results

  1. Hello, Before anything, I don't mean to spit on the game. I like it but I cannot understand how certain things are like they are, especially at the fourth game of the series (and certain things were fine in at least one of the former games). ---------------- TL;DR: BUGS - Boss clear items replaced by unpickable item, - Item comparison broken, - weapons sometimes visually stuck to the back of the character for other players, - Incoming enemies display broken, - E on an item in the inventory to equip it equips a random item instead. REQUESTS: - I suck at using the filter system, - I want to see the levels of turrets from afar, - I want a way to tell the game which stats to compare to tell me "this item is better", - I want to be able to see which enemies will spawn where and which path they will take from the map, - I want to have the aiming cursor closer to the center of the screen, - Not really a request but to limit the amount of things displayed on screen, make clusters of mana turn into higher rated mana stones. ---------------- Here are a few bugs I encountered. Some are annoying, some are meh. I took a quick look at the forum and didn't see them, I might have missed them. 1. (Annoying one): I'm playing with a couple of friends and they get a (seemingly) guaranteed accessory drop after each boss (at least on first clear?). Instead, I get an invisible transcendant item. I added a screenshot of said item. As you can see, I'm pointing at a place where there is no item, and the item is simply broken. I cannot pick it up (it says my inventory is full). As a side note, I don't know who Chungleberry is but they seem to really want to give me this item since I think I got the exact same one on the second boss (after thinking, it might be the name of another one of my characters as I didn't really name them). It's not too bad since I know accessories will become normal items later on but it's still annoying as I'm missing out on stats. 2. (Annoying one): Items comparison is broken (close to useless): - First, we only know the difference on the stats of the current item. Which means that if we have +200 Fortify on our current item and we look at the comparison on an item that has +2 Attack (and no stat on Fortify), then it will only show +2 on attack and nothing about losing 200 on fortify. - Second, the nice green arrow that tells us an item is better than ours means absolutely nothing. It only compares the element power (or whatever the english name is for that) so 39 element power with 0 other stats is considered better than 36 element power with 200 attack (I don't know if the stats affect the element power but it's at least not enough). I know the comparison between items is difficult since it depends on what build the user is going for but I seem to remember that in a former DD, there was a way for us to define which stats to compare. Or you could also check which stats are currently the highest to use them as the priority (it would still not be perfect) - Third, what is the point of the (+XX) on an item in the inventory when we don't press shift to compare to the currently equipped one ? It's comparing to if we had nothing equipped? I can tell that having +XX on a stat is +XX better than if I didn't have anything. - Fourth, I don't know exactly how to reproduce that but we can have weird (+XX) values on the currently equipped item by moving in and out of it. My friends seemed to have it all the time, for me I had to move on an item in my inventory then move to the currently equipped and move in and out of it, and sometimes, the (+XX) would become (-YY). It might be only on the weapon (this is what I tested it on), and the item in the inventory might have to be for the same item slot. I can't help more than that when it comes to reproducing the issue. 3. (eh - kinda funny one): The weapon of the characters of the other players can sometimes be gigantic on their back instead of in their hand. In that case, neither of us was the host so maybe it won't do it with the host. 4. (somewhat annoying): The enemies displayed at the gates (when they are displayed because it's not always the case - at least when you are not the host) are incorrect (even if you are the host). An example for us would be in the Throne room (so second boss) - normal difficulty - Hardcore (the thing where when you die, you won't respawn until the end of the wave) - Rift thingy - 3 players - We had only a single mob displayed on each door and weirdly enough, that was not true. 5. (Annoying): Pressing E on and item in the inventory to equip it sometimes does really weird things (it equips another item or something like that?). That might be due to a difference in the order of the items depending on the language (let's say if it is displayed alphabetically, the order changes depending on the language but when we press E, it uses the english order to figure out which item is in the hovered item slot instead of the current language) ? I didn't try it since I put the game in english. Requests: I. I'm still not used to your filter system so it might be me - I would like to see a filter for stats. The current filters are useless when you're trying to make a full defense character, and I tried to make a keyword filter but this one is the logic AND so if I put the words for range, def speed and def. power I don't get any result (I actually got one which was a crossbow so RANGEd weapon, there was another in the name of the crossbow and only one stat that fit). Maybe having a way to order them with those stats would be better than filtering? II. Give us a way to show the level of the defenses even when far away from them (maybe I missed it in the options but i don't think so). III. I'm putting this one again because I really want it: Give us a way to tell the game which stats to compare for the green arrow thingy. IV. Add the paths and which ennemies will spawn in the map. V. (maybe we can already) Give us the ability to move the aiming cursor thingy mor to the middle of the screen - It's uncomfortable how far it is to the center of the screen. VI. (Not really a request) To limit the effect of too many mana stones on the ground, you could make clusters turn into the higher version of the mana stone (for example, if 5 green stones are close enough, they clump together and turn into a red one and so on). It feels like I have seen mana disappear from the ground so maybe that would not happen anymore ? I think that's it. I'm sorry I made such a long post and if it feels like the equivalent of yelling. I swear I'm not angry! I'm just disappointed. More seriously, I actually am a bit disappointed. Based on my previous experiences with Dungeon defenders, I didn't expect it to be perfect, but there's a tad too many frustrating things... I'm not planning on dropping it right now but we'll see. It's not all bad, there are some nice ideas so keep going :) Bye !
  2. Hi fellow Defenders! Since the last week or so, I've ran into some problems when attempting to end a match after wave 5 by pressing G. I wasn't opening the chests since the game autocollects its contents for me. However a few things happened after pressing G -Replay/Tavern/Town Screen didn't showed up, and I had to wait a few minutes then I got pushed to the Town. I also pressed I accidentally, and in this state, only half of the inventory screen popped up, but didn't go away (the one with the hero deck) -End screen did pop up, but got request timeout after clicking replay Also when this happens, the game "forgets" to give me the victory chest loot. It doesn't happen every single time, but like most of the time. I kinda feel it has to be server related, because my internet didn't failed on me. And I'm on PC.
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