Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And I get the idea they are going for and Im all for it, in the overall gameplay. But they should at least give (something like) +2 per wave, instead of it being a potential random card that can either be +1 or +2 (from what I've seen so far). Especially if we are only limited to a certain amount of 1x1 boxes, for the entire map. And I was really hoping it would be 16 per player in multiplayer. But no, its 8 per person...
Correct me if Im wrong, but I didn't see anywhere, where I could swap/equip a 2x1 like from the last game? Hell I would even be fine if we had the standard 1x1s, and we could equip the larger ones in the other slots and pay for them.
But once again, I just started playing tonight. So maybe I just haven't "gotten there yet".
On the bright side, that happy juice shot to the monkey brain when barricade threads show up.
Exactly, and thats whats always been fun about this franchise. And now we have a rogue-like version of it... meant to be more dynamic, fresh/new, every time you do/run it... But they neuter one of the fundamental components/mechanics of the "fun"... I just don't get it lol
lol thats funny you say that, I mentioned that same thing to my buddy. I initially (a couple days before release) didn't know they made this game into a rogue-like. Was definitely skeptical, and still am.
Im very curious how quickly this will get "old" if the maps/doors arent dynamic as well. I brought that exact same point up to my friend. It will get old pretty quick if its the same method/layout every time. ESPECIALLY with a set/limited barricade amount.
That's what I'm talking about, the game is not difficult, the game is not interesting
its definitely made to barricade off routes rather than make mazes because you dont really need mazes, but i also think there are some amazing natural kill boxes on the maps that people are ignoring in their fervor of going "its not the same"
every map is different, some has crazy bridges where you can destroy everything, some has roof areas where you can slow enemies and just demolish them. som,e has more walls to pass which makes walls better.
also interestingly enough im not a fan of the whole reset time limited amounts that is familiar to the game series which is fine, but since the orcs will ALWAYS take ANY PATH that leads to the goal even if its slightly slower it means you can deliberately keep 2 or 3 paths open and place slower traps there or traps that can jam without them being over bloated into a single area.
That's why most roguelikes either randomly generate a map or assemble it out of prebuilt rooms.
It would have been tricky with OMD's mechanics but I think that with such a tiny map pool (lowest of any in the series), I think some more variation is neccesary and no, the goop that stops you placing traps in certain areas is NOT it.
have you seen map corruption yet? genuine question, as it spawns goo that forces you to build around it, and is actually a somewhat interesting take on forcing different barricade placemenets, we had to entirely swap up ours the second time we got hedge because the corruption covered where we set it before and it made us realize we could create a far better killzone over the bridge.
its random if its there unless you take the distortion.
Though i think instead of a distortion that guarantees it and the scramble modifier that forces a random loadout (which i think should be kept across all maps instead of random shuffled) would function better as "corruption modifiers" to make the game harder and maybe give more skulls.
Please read the second paragraph of the previous post. Yes, I have seen the goop that stops you building traps.
Frankly, I absolutely despise that mechanic. The first time I encountered it, it slapped it right in the only choke point between the rift and a spawn point that was a gnat's foreskin away from the rift so I had to stop the entire wave without traps, in a distance so small that I'm amazed they didn't just spawn in the rift.
Here's the thing about stopping you placing traps: traps are where the FUN is!!!
Let me have fun, please, I am begging you devs. Allow me to have fun.
but you cant simulatneously agree with the complaint that the game is "solved" with barricade placements never changing and then complain that a mechanic forces you to change where you place your barricades.
Maybe if your idea of fun means ignoring every single map to just make the same traps and never utilizing how the maps are cleverly designed to make natural kill boxes then this game isnt for you