Defense Grid 2

Defense Grid 2

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Kaboom May 21, 2014 @ 1:37pm
DG2 Feedback & Suggestion Thread
Hey everyone! Please feel free to share your feedback with us below in this thread.

If you'd like to report a bug please send it through the game launcher or email it directly to us at bugs-dg2@hiddenpath.com. The more details you can share with us, the better. Thanks!
Last edited by Kaboom; Nov 3, 2014 @ 11:45am
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Showing 1-15 of 498 comments
Cougarific May 21, 2014 @ 2:22pm 
At this stage (early Beta) I'm only commenting on stuff that appears somewhat locked-in (i.e. not discussing Difficulty or Scoring).

Only thing that has jumped out at me so far is that the white flash from an *upgraded* Temporal tower (not green towers) is really bright, like distractingly, painfully bright.

And sound-wise, with the new Gun Tower and Missile sounds you've got too many Percussives going on, to the point that a fully active maze is almost painful to the ears.

The original Gun Tower whirrrr worked because then when a Cannon went off, you knew it. And Cannons fire slower so it's not a constant stream of BAM BAM BAM BAM.

Meteor sound was a whoosh launch with a deep, rumbling impact. Missile replaces the Meteor and Missile impacts sound great but as they're now going off constantly vs. ground units, they just add to the percussive overload. I would love to see the Gun Tower sounds changed, I think that would fix everything in one stroke.

Also not digging the sound of a core returning to the housing. It used to be a reassuring zhum, right now it's a startling zap!

The extra sizzle you added to the Lasers tower sound, however, is delicious. Sounds like somebody just threw another alien on the BBQ.
Last edited by Cougarific; May 22, 2014 @ 8:48pm
Alcator May 22, 2014 @ 10:46am 
As I already wrote in an email, I'd like to see a projection of "How high a score I can actually get at this point, provided I kill all the bad guys" -- because surely, we will be hunting gold medals, and it's sometimes quite frustrating having to replay the same mission over and over, never really knowing whether we are "on target" or "already lost it".

I believe the game knows how many monsters it's going to throw at us and how much gold it's going to give us in the rest of the map/challenge, so it should be possible to show "Max theoretical score: 34.990", which, if the limit for gold is 35.000, would then tell us "Something is wrong with our build order, let's go back."

Of course, on start of the map, it would tell us, basically, "35.000 is the limit for gold and the map contains 42.000 points, so you can only waste 7.000 if you still want gold"
tutamun May 22, 2014 @ 3:12pm 
Suggestions:
- Release notes would be neat. Even in eraly beta. ;)
- Please include more orbital abilities (slow, poison, etc.). Each comander could eventually learn a couple of those. Each on their own timer.
- Please include endless mode in co-op multiplayer. Just repeat the normal waves but give them a good boost in health, damage resistance, speed, resistance to slow, etc. each time they are repeated. Levels must be large (long path, lots of build spots next to path) enough to keep building and upgrading. We had really fun times in Sol Survivor where there was a spike in difficulty at 30min and it took optimal use of orbital abilities to even reach 50 or 60min. Difficulty could increase exponentially to eventually force an end (preferably shortly after 60min mark). The tactical use of orbital abilities should be the key to overcome difficult waves.
Cougarific May 22, 2014 @ 3:15pm 
Originally posted by tutamun:
Suggestions:
- Release notes would be neat. Even in early beta. ;)
+1
Last edited by Cougarific; May 22, 2014 @ 3:15pm
Cougarific May 22, 2014 @ 4:28pm 
The Orbital Laser suggestions do tickle the imagination, a "slow but don't kill" option...hmmm. That said, I'm with Prime in that I liked how it worked in DG and wouldn't support messing around with it too much.
Last edited by Cougarific; May 22, 2014 @ 4:29pm
Clever Dan May 22, 2014 @ 11:45pm 
I just did a grinder run on Mission 14. I experienced a few missing visual effects. One came from a laser tower where the beam would only appear on a few enemies but disappeared when quickly jumping to and from multiple aliens. But I could tell that the laser tower was working because the flare effect did consistently appear on the tower and on the target, only the beam was missing.

Another missing visual effect was a few overcharged towers on a boost platform that did not get the boost rings despite being overcharged.

I agree with the comments about not liking the sound the gun towers make. For being such a commonly used tower, it sounds almost static-y when sped up. :dggun:

I also used a number of inferno towers. The fire effect on the walkers is pretty heavy. Once the walkers were red, it was harder to see them among the fire. I did turn on life bars which helped to see the aliens. But the combination of temporal, laser, missle, and fire effects make the aliens difficult to see, let alone tell if they have a core.
(Although, all of the aliens got redesigns that I haven't learned yet. The only ones that have been instantly distinct are the new crashers) :dgwalker:

I've enjoyed the beta so far. Keep up the great work Hidden Path!
Last edited by Clever Dan; May 22, 2014 @ 11:45pm
Cougarific May 23, 2014 @ 12:55am 
Originally posted by Clever Dan:
the beam would only appear on a few enemies but disappeared when quickly jumping to and from multiple aliens. But I could tell that the laser tower was working because the flare effect did consistently appear on the tower and on the target.
Me too.


Operating System: Windows 7 Home Premium 32-bit (6.1, Build 7601)
Processor: AMD Athlon(tm) II X3 450 Processor (3 CPUs), ~3.2GHz
Memory: 4096MB RAM
DirectX Version: DirectX 11

Card name: ATI Radeon HD 5700 Series
Display Memory: 2424 MB
Driver File Version: 8.17.0010.1172 (English)
Native Mode: 1680 x 1050(p) (60.262Hz)
Puppet Squid May 23, 2014 @ 11:31pm 
Really gotta echo the bit about the sound effects! Having a well-staffed (tower-wise) game board in DG1 was a relaxing symphony of destruction. This time around, even a setup of a few towers is more of a "cacophany". Cougarific's comment sums it up well, I think; if I close my eyes and stop watching the game, I'd like it if I could make some sort of sense of what my board is like, and what's happening with it. As it was, I ended up turning the sound off. I wanted to hear more of the background music, too.

Perhaps you've addressed this already, but I would really like to see the health bars over the aliens again, and the ability to click on them for more info. Again, this could just be something you haven't implemented yet, or perhaps a feature you have to unlock - I dunno. But I found it very satisfying to speed up the game in the original and watch as a swarm of health bars dropped to zero.

Aesthetically it's a beautiful game, I LOVE the new menu screens, GUI, the boost towers, the animations - as well as the ability to add special functions to certain towers. I'm looking forward to the new-and-improved gauntlets of death that will be possible from this, hehe.

Also can't overstate how much I love the Score window. Showing you how close you are to the medals is extremely helpful - might've saved me some heartache in the original game with some of the nastier green tower challenges!

Final note - can't say I'll miss the flying aliens. :)

Overall though, I think this sequel shows great promise so far and I love the work you guys do! Keep it up!!
tutamun May 24, 2014 @ 12:56am 
@Puppet Squid, the key next to the right shift (eg. "/") shows health bars.
Right click on an alien shows more info.
Alcator May 24, 2014 @ 6:04am 
If I have too many boost towers, some of them stop displaying the boost animation (light circles). Highest graphical settings, Full HD.
Bluemain May 24, 2014 @ 6:05am 
Ye the souund effects for gun towers needs to be toned down, with many towers up its very grating on the ears, the old effects for dg1 were pretty much spot on for gun towers, and if it aint broke, dont fix it. also on gun towers there still pretty much outshine all other tower types. maybee a score bonus for using many different tower types at the end of the level, like a diversity bonus :).

As for the new ui, it looks fantastic, very fresh and clean. i would like to see, for towers left click information, right click options. not all on left click, it feels more intuative to me.

im not 100% sure about the wave counter, would i know in advance what all 20 waves coming at me are?, maybee the wave your facing and the wave after but hide what aleins are coming in waves afterwards, untill its there time to show up.

despite a few ♥♥♥♥♥♥♥ im very impressed and look forward to more coming.
Bluemain May 24, 2014 @ 6:07am 
steam censored ♥♥♥ les? maybee foibles is less contreversial?
Cougarific May 24, 2014 @ 12:13pm 
I actually want to be playing more right this second but with no volume controls in place yet I don't want to endure the din, gonna play something else...
Last edited by Cougarific; May 24, 2014 @ 12:13pm
Korado3D May 25, 2014 @ 9:29am 
Here's a suggestion for DG2: Start selling beta to get more suggestions :)
Last edited by Korado3D; May 25, 2014 @ 9:29am
Korado3D May 25, 2014 @ 1:23pm 
Relax, I just want the game =) Not everyone on the beta is contributing sense I'm sure, everyone who played the Awakening knows what Defense Grid is about so no one is expecting DG2 to have zombies and dragons =)
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