Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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OMDU when?
OMDU was better
bring it back
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Showing 1-15 of 15 comments
When you invent a time machine and go back.
Robot Entertainment Community  [developer] Jan 28 @ 6:33am 
Not happening, but this game was created by people who worked on OMDU and is a love letter to it.

And we're considering fan favorites to come back as war mages.

Originally posted by falco708:
OMDU was better
bring it back
KiffSka Jan 28 @ 6:48am 
Originally posted by Robot Entertainment Community:
Not happening, but this game was created by people who worked on OMDU and is a love letter to it.

And we're considering fan favorites to come back as war mages.

Originally posted by falco708:
OMDU was better
bring it back
You're saying that but is Pvp coming or is it gonna be the UMDU pve that died instantly?
Robot Entertainment Community  [developer] Jan 28 @ 6:55am 
Originally posted by KiffSka:
Originally posted by Robot Entertainment Community:
Not happening, but this game was created by people who worked on OMDU and is a love letter to it.

And we're considering fan favorites to come back as war mages.
You're saying that but is Pvp coming or is it gonna be the UMDU pve that died instantly?
I never mentioned PVP.
You can play Orcs Must Die Unchained via player hosting. It's a bit complex to set up if you're not familiar with those kind of things though. I did easily get it working solo. Look up "Project Rechained"
Rhodes Jan 28 @ 7:42am 
Originally posted by Robot Entertainment Community:
Not happening, but this game was created by people who worked on OMDU and is a love letter to it.

And we're considering fan favorites to come back as war mages.

I imagine it's good peace of mind to know that if you ever need money, you can just roll out the PvE content/characters from OMDU. I would put down money for a return of Smolder & Yi-Lin in particular.
Last edited by Rhodes; Jan 28 @ 7:43am
KiffSka Jan 28 @ 7:59pm 
Originally posted by Robot Entertainment Community:
Originally posted by KiffSka:
You're saying that but is Pvp coming or is it gonna be the UMDU pve that died instantly?
I never mentioned PVP.
Yeah that's what I'm saying. Not trying to be rude here but as far as I remember OMDU started dying when siege got cancelled for no reason other than balancing both pve and pvp is hard and tried to be a dungeon defender clone in OMD setting while queues for pvp were shorter than pve one's, even on the day pvp got patched out. Which honestly is understandable because of the lack of ressources. But none of my friends playing the game played the pve longer than 2 days while they were hardgrinding the siege mode. Sabotage just felt like Pve with extra steps and not something you could take serious if you wanna pvp.
The Pve community didn't like Unchained either on a big scale bc most people play OMD Pve solo or coop with one friend, which seems to be the reason for the bad reviews here as well. Losing a pve round just bc 1-2 guys didn't know what they're doing ruined it big time.
So how can it be a loveletter if it's only including the mode the game died on. Maybe I'm just salty bc I loved the innovation from one of my favourite series, but here I am seeing another OMD try to be Dungeon Defenders, getting backlash for it.

Pve OMD players just want one thing. More variety, being able to solo the whole game and have fun coop maps to play with a friend, while being on stable servers or p2p. So honestly just standard OMD. Why change the formula for those again if it didn't work the first time.
I won't ever understand why noone brings back the most innovative part OMD had since the first game released. They just had to add skins for units, heroes maybe even traps and the game would have been a cashcow with the pvp community when siege was still there. Yet all that stuff got added when the game mostly focused on pve again. You can't show off skins to someone in pve, so why buy them.

Edit: I just factchecked myself by searching for "Orcs must die Unchained" on yt with filter on views. If you don't take big influencers(Markiplier, Jacksepticeye and their group) into account the most viewed vids are either someone soloing endless mode or siege. While siege has the most viewed vids overall, even if it's 20 subscriber people uploading them.
Sometimes I wonder who the analysts for publishers are. Company of heroes 3 is stuck on single player enhancements for years, while not even 20% finished 1/4 of the single player campaign. Meanwhile 70% played more than 10 pvp matches and yet those 70% went back to Company of Heroes 2, bc the pvp mp is better there.
Last edited by KiffSka; Jan 28 @ 8:21pm
Grisu Jan 28 @ 8:16pm 
You can always do a remaster of OMD 1-2 for quick money.
Le Libertine Jan 28 @ 8:59pm 
Originally posted by KiffSka:
Originally posted by Robot Entertainment Community:
I never mentioned PVP.
Yeah that's what I'm saying. Not trying to be rude here but as far as I remember OMDU started dying when siege got cancelled for no reason other than balancing both pve and pvp is hard and tried to be a dungeon defender clone in OMD setting while queues for pvp were shorter than pve one's, even on the day pvp got patched out. Which honestly is understandable because of the lack of ressources. But none of my friends playing the game played the pve longer than 2 days while they were hardgrinding the siege mode. Sabotage just felt like Pve with extra steps and not something you could take serious if you wanna pvp.
The Pve community didn't like Unchained either on a big scale bc most people play OMD Pve solo or coop with one friend, which seems to be the reason for the bad reviews here as well. Losing a pve round just bc 1-2 guys didn't know what they're doing ruined it big time.
So how can it be a loveletter if it's only including the mode the game died on. Maybe I'm just salty bc I loved the innovation from one of my favourite series, but here I am seeing another OMD try to be Dungeon Defenders, getting backlash for it.

Pve OMD players just want one thing. More variety, being able to solo the whole game and have fun coop maps to play with a friend, while being on stable servers or p2p. So honestly just standard OMD. Why change the formula for those again if it didn't work the first time.
I won't ever understand why noone brings back the most innovative part OMD had since the first game released. They just had to add skins for units, heroes maybe even traps and the game would have been a cashcow with the pvp community when siege was still there. Yet all that stuff got added when the game mostly focused on pve again. You can't show off skins to someone in pve, so why buy them.

That's actually an incorrect account of the OMDU journey. OMDU was originally intended to be a PvP MOBA 'Siege' with a MOBA financial model (F2P with loot boxes & microtransactions). At the time MOBAs were all the rage and apparently where the money was - so Robot pivoted towards a MOBA game using their OMD IP. The game was mostly PvP in the beta testing phase and not widely available commercially. You and your buddies might have liked the PvP, but the overwhelming majority of beta testers (traditional OMD players) didn't, and they wanted a traditional OMD PvE game. Yes, the MOBA players liked it but not the OMD fanbase.

So Robot listened and decided to change it to a PvE game, scrapping the PvP component due to too much incompatibility and balancing the characters between the 2 modes. The fatal mistake was not changing their financial model - it remained as F2P with loot boxes & micros. This was also at a time when loot boxes model was exploding as the next big money maker in video games. So now you have a PvE traditional OMD game that's running as a live service type set up that's free to play relying on players buying cosmetics and loot boxes for P2W. The thing is, PvP competitive players like buying cosmetics to show off, PvE & solo players not so much. Also, without the PvP competitive mode, P2W loot boxes also aren't worth buying. The other fumble was 'sabotage' mode, an interesting but weird PvP of sorts mode where you got to control a competitor's Orc waves. Sabotage lobbies were almost always empty and it was obvious it needed P2W resources rather than skill and consequently just wasn't fun.

So while everyone was having a great time playing OMDU PvE literally for FREE, the live service servers were running and Robot maintained a full roster of support staff originally employed to help manage the MOBA economy and now Sabotage. Did anybody ever watch "Orcs must Die TV" live streams on twitch or Youtube ? Literally 2 OMD 'staff reporters' doing live stream updates of players and scores and guild movements etc. Maybe that could have worked if it was a popular MOBA game...but not for a PvE game because nobody cares.

So it became obvious the game was bleeding money and players weren't continuously buying loot boxes. Even the cosmetics were a loot box with no guarantee which you'd get. But at the end of the day you can not keep paying bills to support a free game that nobody is buying stuff for. So Robot had to close the game down, let their staff go, and do a deal with Epic just to get back on their feet again. Their last gift to the community was giving everyone unlimited in-game currency to literally buy everything.

If Robot had of spent the extra time stripping out the MOBA finance model and changing the game economy to 1. Once off base game purchase 2. Character DLC 3. Cosmetics pack they probably would have been perfectly fine and had enough money to develop ongoing DLCs (maps etc). I also think maybe they should have kept a PvP OMDU chain but separate from the PvE environment......maybe that could have worked too.

It's crazy to me that Robot hasn't capitalised on their OMDU IP. The variety of fun and interesting characters made that game - so many different possibilities and replay value. The fact that so many people are still asking for its return after so many years is testament to how fun it was. Likewise the fact that fans have literally made mods and workaround so people can still play it today speaks volumes. :warmage: :orcish: :dolladolla:
Also it was nice to see some of my old OMD:U friends in the paintings dotted around the maps.
TestingBay. Jan 28 @ 9:03pm 
Originally posted by Robot Entertainment Community:
Not happening, but this game was created by people who worked on OMDU and is a love letter to it.

And we're considering fan favorites to come back as war mages.

Originally posted by falco708:
OMDU was better
bring it back

No offence, but this was not a love-letter to OMDU.
If it was, it would be immediately apparent to the fans.. and the characters, narrative and systems would be a throwback to them in more ways than just 'there's different heroes with different skills'. This is a pretty far pivot from what made OMDU amazing and memorable and is a completely different user experience.

And please don't bring the OMDU characters back in this game (maybe a future game if there's a 'return to form'). It will ruin everyone's good nostalgia of them and subject them to art and style changes that do not fit with the old direction or personality of the series.
KiffSka Jan 28 @ 10:22pm 
Originally posted by Moon:
Originally posted by KiffSka:
Yeah that's what I'm saying. Not trying to be rude here but as far as I remember OMDU started dying when siege got cancelled for no reason other than balancing both pve and pvp is hard and tried to be a dungeon defender clone in OMD setting while queues for pvp were shorter than pve one's, even on the day pvp got patched out. Which honestly is understandable because of the lack of ressources. But none of my friends playing the game played the pve longer than 2 days while they were hardgrinding the siege mode. Sabotage just felt like Pve with extra steps and not something you could take serious if you wanna pvp.
The Pve community didn't like Unchained either on a big scale bc most people play OMD Pve solo or coop with one friend, which seems to be the reason for the bad reviews here as well. Losing a pve round just bc 1-2 guys didn't know what they're doing ruined it big time.
So how can it be a loveletter if it's only including the mode the game died on. Maybe I'm just salty bc I loved the innovation from one of my favourite series, but here I am seeing another OMD try to be Dungeon Defenders, getting backlash for it.

Pve OMD players just want one thing. More variety, being able to solo the whole game and have fun coop maps to play with a friend, while being on stable servers or p2p. So honestly just standard OMD. Why change the formula for those again if it didn't work the first time.
I won't ever understand why noone brings back the most innovative part OMD had since the first game released. They just had to add skins for units, heroes maybe even traps and the game would have been a cashcow with the pvp community when siege was still there. Yet all that stuff got added when the game mostly focused on pve again. You can't show off skins to someone in pve, so why buy them.

That's actually an incorrect account of the OMDU journey. OMDU was originally intended to be a PvP MOBA 'Siege' with a MOBA financial model (F2P with loot boxes & microtransactions). At the time MOBAs were all the rage and apparently where the money was - so Robot pivoted towards a MOBA game using their OMD IP. The game was mostly PvP in the beta testing phase and not widely available commercially. You and your buddies might have liked the PvP, but the overwhelming majority of beta testers (traditional OMD players) didn't, and they wanted a traditional OMD PvE game. Yes, the MOBA players liked it but not the OMD fanbase.

So Robot listened and decided to change it to a PvE game, scrapping the PvP component due to too much incompatibility and balancing the characters between the 2 modes. The fatal mistake was not changing their financial model - it remained as F2P with loot boxes & micros. This was also at a time when loot boxes model was exploding as the next big money maker in video games. So now you have a PvE traditional OMD game that's running as a live service type set up that's free to play relying on players buying cosmetics and loot boxes for P2W. The thing is, PvP competitive players like buying cosmetics to show off, PvE & solo players not so much. Also, without the PvP competitive mode, P2W loot boxes also aren't worth buying. The other fumble was 'sabotage' mode, an interesting but weird PvP of sorts mode where you got to control a competitor's Orc waves. Sabotage lobbies were almost always empty and it was obvious it needed P2W resources rather than skill and consequently just wasn't fun.

So while everyone was having a great time playing OMDU PvE literally for FREE, the live service servers were running and Robot maintained a full roster of support staff originally employed to help manage the MOBA economy and now Sabotage. Did anybody ever watch "Orcs must Die TV" live streams on twitch or Youtube ? Literally 2 OMD 'staff reporters' doing live stream updates of players and scores and guild movements etc. Maybe that could have worked if it was a popular MOBA game...but not for a PvE game because nobody cares.

So it became obvious the game was bleeding money and players weren't continuously buying loot boxes. Even the cosmetics were a loot box with no guarantee which you'd get. But at the end of the day you can not keep paying bills to support a free game that nobody is buying stuff for. So Robot had to close the game down, let their staff go, and do a deal with Epic just to get back on their feet again. Their last gift to the community was giving everyone unlimited in-game currency to literally buy everything.

If Robot had of spent the extra time stripping out the MOBA finance model and changing the game economy to 1. Once off base game purchase 2. Character DLC 3. Cosmetics pack they probably would have been perfectly fine and had enough money to develop ongoing DLCs (maps etc). I also think maybe they should have kept a PvP OMDU chain but separate from the PvE environment......maybe that could have worked too.

It's crazy to me that Robot hasn't capitalised on their OMDU IP. The variety of fun and interesting characters made that game - so many different possibilities and replay value. The fact that so many people are still asking for its return after so many years is testament to how fun it was. Likewise the fact that fans have literally made mods and workaround so people can still play it today speaks volumes. :warmage: :orcish: :dolladolla:
If they kept the staff for siege mode it's literally an even weirder decision. But honestly gj at going into details of why pve failed as well with the game's financial model. Wouldn't say my part is an incorrect account of the ODMU journey, just that I didn't explain the reasons as good as you did. And I didn't take the pve journey into perspective bc I simply didn't play it much, didn't care and didn't even touch the game after siege got taken out. Sabotage was weird af honestly and I liked the pve content of older OMD games more. If I wanted the OMDU pve experience I played Dungeon Defenders 2 which was just more fleshed out and had more mechanics at the time, while already showing how much content they were planning to add. De facto in the beta siege queues were much faster than pve queues. So if the majority of beta testers that complained were pve players, welp yeah. The pvp players just grinded the game without having the need to complain.

Look at my edit of the first post tho, you probably typed yours while I was editing. The engagement on youtube is there only for the pvp aspects if you search for unchained. Most high view vids are either siege or Sabotage, even those of influencers who got paid/asked to play the game are in the pvp modes bc that was most fun for people to watch. I wouldn't say "Moba players" and "OMD Fanbase" in that context because that would just mean you didn't see the pvp players as part of the community as a whole, even tho they factually got the most engagement for the game and OMD at the time. For me that was the chance to broaden the entire franchise into more than just a fun coop tower defense style game.

In my eyes the problem for the pve community back when the beta and siege were there, was that they thought there's no more pve content coming than the bare basic mode that was there from the beginning of the beta, while the demand for new OMD pve content was big as well. Basically felt left out because the "pvp game" got more variety in heroes to play which they always wanted for the pve experience.

Imagine OMDU with both intact tho, if they kept the siege team anyway and just got them to work on a semi pvp mode nearly noone enjoyed it just doesn't make sense. Payment model being:
1. Able to purchase new heroes with grinded currency or cash, which get balanced differently for pvp and pve, which many games with both a sp&mp mode do
2. Able to buy new story packs/maps for pve purposes
3. Able to buy new unit cards for pvp modes
4. Skins for traps/heroes/units
Longterm players are happy bc they got more content while probably paying for skins and either pvp or pve packs. Casual players will probably buy heroes and such because they wanna try things without having the time to grind. Pvp players are easy to please in terms of content since they just need skins/heroes/balance and pve players are happy because they get more variation in terms of maps and heroes. The only cash you're missing is the base game price compared to old OMD titles, while the pvp community surely will spend more than enough cash to make up for it.
Last edited by KiffSka; Jan 28 @ 10:29pm
B1tchFight Jan 28 @ 11:05pm 
lol guys ... this OMDU PvP ♥♥♥♥ was utter crap. I said it from the very beginning. It was one of my first forum posts at GameForge Forums. This game is not designed to be played PvP with character vs character as there is no way in hell you can balance this gameplay. It's either steam roll or get steam rolled because the usual defensive character can't stand agaisnt the usual offensive character as the def character has nothing to fight against players while the off character is build all around player killing and he has a single target while the defender had about 2 players agaisnt him and all the minions. From all the sessions I had, the best were when we played 4 vs 4 with 8 solid skilled players. This was at least somewhat balanced.

The OMDU PvE did not die out instandly... it was just way too late for robot to come around with it. The Hype was gone and the interest lost. More over a fact that robot didn't learn until today and likely beyond.... Their maps are very nice looking but as long as they don't offer procedual generated maps, it gets borring really quick. Just check out the current games maps... it takes me a few minutes of each start to shot all the objects because they just clutter the playing field.

And after tons of hours invested into development they cut the PvP part because of balance issues. At least this was one of the points. I laughed so hard at this moment because GameForge offered to refund the founders packs and I got my 110 € refund after about 1.000 hours of playtime during early access.

From the very start I suggested that the attacking characters should have minion support skills and the defending characters skills against minions to keep the general core of the game intact and don't turn it into yet another stupid MOBA where minions are just a side effect. But back then they wanted to jump onto this MOBA train so hard and got kicked in the nuts for it :-D Are they learning from it? No... doesn't look like it.
Last edited by B1tchFight; Jan 28 @ 11:15pm
KiffSka Jan 29 @ 12:55am 
Originally posted by B1tchFight:
lol guys ... this OMDU PvP ♥♥♥♥ was utter crap. I said it from the very beginning. It was one of my first forum posts at GameForge Forums. This game is not designed to be played PvP with character vs character as there is no way in hell you can balance this gameplay. It's either steam roll or get steam rolled because the usual defensive character can't stand agaisnt the usual offensive character as the def character has nothing to fight against players while the off character is build all around player killing and he has a single target while the defender had about 2 players agaisnt him and all the minions. From all the sessions I had, the best were when we played 4 vs 4 with 8 solid skilled players. This was at least somewhat balanced.

The OMDU PvE did not die out instandly... it was just way too late for robot to come around with it. The Hype was gone and the interest lost. More over a fact that robot didn't learn until today and likely beyond.... Their maps are very nice looking but as long as they don't offer procedual generated maps, it gets borring really quick. Just check out the current games maps... it takes me a few minutes of each start to shot all the objects because they just clutter the playing field.

And after tons of hours invested into development they cut the PvP part because of balance issues. At least this was one of the points. I laughed so hard at this moment because GameForge offered to refund the founders packs and I got my 110 € refund after about 1.000 hours of playtime during early access.

From the very start I suggested that the attacking characters should have minion support skills and the defending characters skills against minions to keep the general core of the game intact and don't turn it into yet another stupid MOBA where minions are just a side effect. But back then they wanted to jump onto this MOBA train so hard and got kicked in the nuts for it :-D Are they learning from it? No... doesn't look like it.
So.... Which character was helpless against which? Cause I don't count the 1 defending against 2 argument and played all characters in all positions. Literally meant to be 2v2 in defense. If you're behind rather 3v2 until you catch up. Also you're having traps in defense so it's you+traps+an healing guardian against someone+minions.

Steamroll argument is literally "No skill based matchmaking" which would have come eventually in the form of ranked. The only reason pvp was boring for me was that I had an winrate of 70-80% because of steamrolling noobs.

Then there was heroes that didn't lane at all and just roamed to get kills cause that was their kit to get the objectives other than pushing done. I see a lot of "I feel like" in your statements with no actual knowledge of how siege got played probably because you never played a moba in your life and dislike it, which is fair but not the discussion you're going for. You had a jungle + 2 lanes for each team. Supports, tanks, mages for clearing, assassins. The same way every hero arena is built up. If you would have had only minion buffing champs how boring would the jungle part be? Why would I go behind enemy lines to get their boxes aka the jungle?

The fact that you're laughing while saying "minions are just a side effect" of mobas is hilarious to me honestly. What rank are you in any moba game that you think that's the case? Did you ever play one? Minions are the most important part of any moba. You can be bad as hell at a moba and have double the minion kills and you're gonna win no matter what. The difference between bronze players and diamond players is legit that the diamond player will have 100 minion kills at 8 min while the bronze has 30. But the diamond player understands wave management and so on to get the minions to do what he wants them to do aka slowpush, hardpush, freeze.
Last edited by KiffSka; Jan 29 @ 12:56am
Originally posted by KiffSka:
Originally posted by B1tchFight:
lol guys ... this OMDU PvP ♥♥♥♥ was utter crap. I said it from the very beginning. It was one of my first forum posts at GameForge Forums. This game is not designed to be played PvP with character vs character as there is no way in hell you can balance this gameplay. It's either steam roll or get steam rolled because the usual defensive character can't stand agaisnt the usual offensive character as the def character has nothing to fight against players while the off character is build all around player killing and he has a single target while the defender had about 2 players agaisnt him and all the minions. From all the sessions I had, the best were when we played 4 vs 4 with 8 solid skilled players. This was at least somewhat balanced.

The OMDU PvE did not die out instandly... it was just way too late for robot to come around with it. The Hype was gone and the interest lost. More over a fact that robot didn't learn until today and likely beyond.... Their maps are very nice looking but as long as they don't offer procedual generated maps, it gets borring really quick. Just check out the current games maps... it takes me a few minutes of each start to shot all the objects because they just clutter the playing field.

And after tons of hours invested into development they cut the PvP part because of balance issues. At least this was one of the points. I laughed so hard at this moment because GameForge offered to refund the founders packs and I got my 110 € refund after about 1.000 hours of playtime during early access.

From the very start I suggested that the attacking characters should have minion support skills and the defending characters skills against minions to keep the general core of the game intact and don't turn it into yet another stupid MOBA where minions are just a side effect. But back then they wanted to jump onto this MOBA train so hard and got kicked in the nuts for it :-D Are they learning from it? No... doesn't look like it.
So.... Which character was helpless against which? Cause I don't count the 1 defending against 2 argument and played all characters in all positions. Literally meant to be 2v2 in defense. If you're behind rather 3v2 until you catch up. Also you're having traps in defense so it's you+traps+an healing guardian against someone+minions.

Steamroll argument is literally "No skill based matchmaking" which would have come eventually in the form of ranked. The only reason pvp was boring for me was that I had an winrate of 70-80% because of steamrolling noobs.

Then there was heroes that didn't lane at all and just roamed to get kills cause that was their kit to get the objectives other than pushing done. I see a lot of "I feel like" in your statements with no actual knowledge of how siege got played probably because you never played a moba in your life and dislike it, which is fair but not the discussion you're going for. You had a jungle + 2 lanes for each team. Supports, tanks, mages for clearing, assassins. The same way every hero arena is built up. If you would have had only minion buffing champs how boring would the jungle part be? Why would I go behind enemy lines to get their boxes aka the jungle?

The fact that you're laughing while saying "minions are just a side effect" of mobas is hilarious to me honestly. What rank are you in any moba game that you think that's the case? Did you ever play one? Minions are the most important part of any moba. You can be bad as hell at a moba and have double the minion kills and you're gonna win no matter what. The difference between bronze players and diamond players is legit that the diamond player will have 100 minion kills at 8 min while the bronze has 30. But the diamond player understands wave management and so on to get the minions to do what he wants them to do aka slowpush, hardpush, freeze.

You can cry and show off your insane MOBA skills as much as you like. OMDU was an unbalanced piece of sh*t in terms of PvP. OMDU wasn't even a MOBA game, but Robot wanted it to be one, and that's one of the reasons why it failed.

Like I said, there is no chance in a solid balance for this kind of game mechanic.

Congrats... You played with defensive heroes in offensive against some noobs who couldn't handle the game. We did the same...

You know that this doesn't justify as a valid point? Not in this universe nor any other... The fact stands: it's not balanced and can't be balanced the way Robot tried it.

And how stupid must a human being actually be to think that it is a good idea to add characters to a minion defensive game with the purpose of just getting behind enemy lines to kill other characters from behind?

And to answer your question: I haven't played a single MOBA and I am happy about it. The PvP part of all of these games are stupid as I don't feel the need to make me feel better by shooting, killing, stabbing other players anymore. I did this a lot back when I played e-Sport Shooter and MMOs with heavy PvP focus.
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Date Posted: Jan 28 @ 6:16am
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