Prime World: Defenders > Γενικές συζητήσεις > Λεπτομέρειες θέματος
Ionizer 4 Μαϊ, 2013 @ 9:34πμ
Suggestions for the developers.
Ok, I've played this for two days now and it's a great game. A few things I have noticed gathered from years of playing TD games. :)

There is no information on enemy health. It would be nice to be able to toggle a display or mouseover a Touched or Totem and get numbers. If a Totem or Touched is not under attack there is no way to know if it's damaged or not. Being able to see the health of upcoming waves would be a plus. TD games are all about strategy so information is key.

Speaking of upcoming waves, seeing how many enemies are in each wave would be great. I saw a wave countdown timer suggested elsewhere and second this.

When hovering over a monster key (in the level select before you hit start ath the very least) it woudl be nice to get a quick description of what each is. Helpfull for beginners and for new monsters you encounter when picking levels.

It would be nice to be able to see what stats an Evolution or Fuse of a card will do. Most upgrade damage but some also increase range and/or special effects. Knowing what gets upgraded on a tower would be nice. Maybe indicate that on the card itself?

What does that little gold S on some of the cards mean? :)

I don't see any way to tell if a tower is on a powerup or not except for range which you can see when you click. Tower stats for placed towers would also be nice. [ Edit: I finally noticed the little circles on the ground. Numbers would STILL be nice though! ]

Do Easy/Medium/Hard games have different chances for rare/unique cards? (I'm still sad the THREE times out of 250 Hard games I found a Lighning tower I didn't get it even with 3 picks!)

I'll have more as I continue playing I'm sure! Heh.
Τελευταία επεξεργασία από Ionizer; 6 Μαϊ, 2013 @ 12:28πμ
Εμφάνιση 1-15 από 219 σχόλια
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Segal 4 Μαϊ, 2013 @ 10:11πμ 
Thanks. I'll pin this thread :)
Micgoo 4 Μαϊ, 2013 @ 11:03πμ 
Perhaps that's you want players to weigh risk vs reward with this system but seriously it's 'rage quit fuel' as put before me.

Players purchase games for a challenge and fun combination. A TD games players tend to be wanting strategic control, the chance of a particular tower appearing in a chest can be quite low to begin with, add in that shuffle thing and it becomes too punishing as there isn't even an option to buy certain towers for a price - however large that may be.

I am frustrated to the point where after a few rounds of RQting and cooling off, I might just stop coming back and go do some work/study as I'm not having any fun regardless. Please consider this carefully.

Oh, speaking of suggestions. Maybe allow us to combine 'Serpentine Tower' with 'Essence of Fire' or 'Toxic Concoction' to get the variation? You can make 'Lightning Stone' or 'Sun Crystal' rare so we don't get them easily. But then there's a lot of work to do to implement this system...
This will make players want to keep something from the chests rather than just selling them as they now become crafting components. (The thought of this makes me happy even now)

*Side note. Is it me being bad at this or is there now a sudden spike in difficulty at Dokt Mines?
I can't get through. Which towers and where to place them, and the order you do please. Thanks
Everwinter 4 Μαϊ, 2013 @ 11:04πμ 
I would like to see the graphics for the cards that you click on in game match the current upgrade level graphics for the card. The thumbnail picture on the bottom bar should match the current full size graphic for each card as it levels up.
Τελευταία επεξεργασία από Everwinter; 4 Μαϊ, 2013 @ 11:05πμ
Everwinter 4 Μαϊ, 2013 @ 11:09πμ 
Increasing the card cap once more up to 65 would be nice, I'm noticing that I want more room to collect cards before leveling them up. I like how it is where you have some managing to do with what you keep and when you level things but a little more room would be good in the later game. maybe a 20 * level upgrade to increase the cap to 65 would be nice.
Everwinter 4 Μαϊ, 2013 @ 11:19πμ 
Remove the summon next wave delay on the button. I want to be able to just click the button 2-3 or more times, without waiting 1-2 seconds between each click. It's not enough time to do anything else between clicks as it is so it causes me to hover over that button wanting to speed it up a bit. and makes the waves take longer. Or add a bonus difficulty level would be nice too. the challenge now is "just right" but harder is always nice for replay and to challenge without frustration if it's optional.
Everwinter 4 Μαϊ, 2013 @ 11:22πμ 
Mapable hotkeys would be really great! I want to add the summon next wave button on mouse button 4 or 5 and spells to other buttons on my mouse or keyboard.
Micgoo 4 Μαϊ, 2013 @ 11:56πμ 
Maybe we can view more than 8 cards per slide? Maybe we can 'scroll' instead of 'next page'. And I'd really want to customize the priority of tower targeting. I don't want a Seige Tower firing on a Scarecrow instead of a Troll/Shaman because the former is ... well, former. (When my poison snake would have finished off the weak in numbers, and an energy cannon is lined up perfectly.)

The Towers now are REALLY dumb in my opinion.
Tarot1970 4 Μαϊ, 2013 @ 11:59πμ 
It would be nice to be able to change the cards in your hand after you've seen the map w/o having to quit back to the campaign map.
Everwinter 4 Μαϊ, 2013 @ 12:14μμ 
Αναρτήθηκε αρχικά από Tarot1970:
It would be nice to be able to change the cards in your hand after you've seen the map w/o having to quit back to the campaign map.

I agree and was thinking the same thing.
Everwinter 4 Μαϊ, 2013 @ 12:46μμ 
Αναρτήθηκε αρχικά από Micgoo:
Perhaps that's you want players to weigh risk vs reward with this system but seriously it's 'rage quit fuel' as put before me.

Players purchase games for a challenge and fun combination. A TD games players tend to be wanting strategic control, the chance of a particular tower appearing in a chest can be quite low to begin with, add in that shuffle thing and it becomes too punishing as there isn't even an option to buy certain towers for a price - however large that may be.

You like to pay for microtransactions?!?!?! just play more matches they only take a few minutes and before you know it you'll have more than the cards you need. It's not Pay to win and that's GOOD! I wouldn't like it if I had to buy towers after already buying the game, that's how EA (voted worst company for a 2nd year) would do things. These developers have a great game here I suggest you learn to play.

I am frustrated to the point where after a few rounds of RQting and cooling off, I might just stop coming back and go do some work/study as I'm not having any fun regardless. Please consider this carefully.

Learn to play. Or as we used to say when I worked for EA a decade ago... Get Game.

Oh, speaking of suggestions. Maybe allow us to combine 'Serpentine Tower' with 'Essence of Fire' or 'Toxic Concoction' to get the variation? You can make 'Lightning Stone' or 'Sun Crystal' rare so we don't get them easily. But then there's a lot of work to do to implement this system...
This will make players want to keep something from the chests rather than just selling them as they now become crafting components. (The thought of this makes me happy even now)

Adding tower combos could be a really cool feature but would be something to implement later with an expansion DLC or update.

*Side note. Is it me being bad at this or is there now a sudden spike in difficulty at Dokt Mines?
I can't get through. Which towers and where to place them, and the order you do please. Thanks

Each tier gets noticably harder, it's not a good idea to rush through the tiers too fast. It's better to play hard missions to collect silver and cards upgrade a bit and then move up to the next harder tier. if you rush too fast you get stuck having to play easy missions which don't drop as many good cards and you handicap yourself. It's best to play hard till it's easy then move on and hard will be hard again, play till its easy, fight the boss and then move on. Save your stars for uniques and try and get some GOOD towers at level 2 or 3 I like Lightning and dragon but all the uniques are good. Also level your spells up and get the cooldown reduction for spells they help. Don't underestimate and sell off Rain of Fire, level it up and you may be supprised how good it is at level 9+ should be called rain of ownage.
Tarot1970 4 Μαϊ, 2013 @ 1:22μμ 
"Hard" missions are way too easy. I find that I fail a campaign mission dismally, and then can immediately play the "hard" mission, clicking the force wave button as quickly as it will let me, run it perfectly with six or seven hundred unspent prime. Being able to do the equivalent of three-starring the associated hard side mission should be some sort of indicator that you might be able to one-star the campaign mission.
Zino 4 Μαϊ, 2013 @ 2:01μμ 
Text rendered in the native resolution would be nice. Large pixelated graphics is one thing, but text that is painfully scaled is a bit much.
ElcomeSoft 4 Μαϊ, 2013 @ 2:15μμ 
Forge screen: Ability to sort between Towers and Magic (or two separate filters for them)

When you get a full and expanded deck, it gets a little more difficult to pick out the magic from the towers.
Siriusx 4 Μαϊ, 2013 @ 5:27μμ 
this game could be EPIC !, but, no multiplayer? really? =/
Weaver 4 Μαϊ, 2013 @ 8:39μμ 
I can list of some improvements I'd like to see:
1) Camera rotation is really janky. Having it smoothed out would be nice.

2) I'd like to be able to pan the camera by simply moving my mouse to the edges of the screen, like most RTS games.

3) Rebinding controls and some graphical options would be good.

4) The ability to toggle, on and off, the tower placement overlay. Sometimes I want to think about where I'm going to put a tower while I don't have the money to place one.

5) I feel like exiting out of placement mode is too hard. In most games right clicking would do so.
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