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All they have to do to implement that successfully is to copy the mechanic for how the Horned Devil works in the DK games.
Meaning, the Absolute Evil takes tremendous amounts of resources to summon and to maintain on the battlefield, so he can only stay for a limited time for that reason.
I have no idea why that wasn't already put into Dungeons 3. It definitely should have been.
If they don't do it in Dungeons 4, then I'd be very disappointed.
I'd also like to see:
- develop the storyline of Thalya attempting to overthrow the Absolute Evil.
- have Good Thalya overcome bad Thalya for a large portion of the game
- have more missions in the base game, 30 instead of 20 would be epic. And they could still make DLCs after that. Definitely don't want to see them going with only 10 missions in Dungeons 4, which is what their Startopia game has.
- give the undead a healing unit that heals them by spewing poison on them or something like that
- make good on Dungeons 3's Clash of the God's ending which implied that the Absolute Evil would go to conquer space next and fight Xenomorph-like aliens
- feature many missions where you play as the Goodly Heroes...like the King Arthur one in one of the Dungeons 3 DLCs...that's a great concept that they could develop a lot further. A whole story campaign where you play as the Goodly Heroes would be great.
2. Balance the game better, most of rooms/units/upgrades can be done for fun, but they are superr innefficient. Best strat is just to rush as many units as You can.
Torture room - need brewery and crypt for converted heroes, way too slow and expensive.
Nagas - healing too weak, cant heal demons and undeads
Training Room - Most of my dudes will be lvl 6+ before i even get acces to it, and even if I build it it takes way too long time to even get 1 lvl.
Vampires - useless.
Temple - good in multiplayer, but in pve The game will end before I will be able to gamble some titans.
Dungeons 2 upgrades felt way more important and getting acces to new things gave you way bigger boost than in dungeons 3.
3. Make overworld more alive. Srsly overworld is best and worst part of the game.
Best because you can actually attack humans unlike in DK.
Worst because its super boring, passive, not alive at all, actually underworld feels more alive than overworld which should be opposite.
4. Make AI play on the same rules as player, they should gather resources, recruit units, build buildings, make research, cast spell, put traps etc.
5. Add more customization for units, for example:
units evolution like in dungeons 2
crafting weapons, healing potions, upgrade books, elemental enchancments.
6. New rooms:
Beast room - allows you to tame defeated underworld creatures like spiders and dragon lizards
Blacksmith - allows you to craft weapons and armor
Alchemy room - allows you to brew potions.
Evolution chamber - allows you to make unit evolution like in dungeons 2
Executioners room - allows you to public execute enemy hero for evilness and temporary boost for your units.
Arena - You can arrange 1v1 fights between your unit and captured enemy hero, If Your unit win, it will get permanent dmg boost and bonus experience.
Would be nice to break down campaign mission into groups assuming the plot leads to somewhere far away (Across Sea/DLC) that requires a new dungeon and rebuilding from scratch.
2) Balancing, I find myself curbstomping everything even on hellish by massing goblin and naga, it does requires a little micro to deal with gunner and mages due to aoe.
3) ACTUAL campaign coop, whats with 2 hands in a dungeon anyways? Just give us 2 separate dungeon, each with their own resources. Need to balance, just limit pop cap or spawn more enemies.
4) Specialization, addon to point 1, since things are more persistent, focusing on each faction in detail and unlocking unique spells/tools/traps/etc.
5) Undead tweak, undead is always view as underpowered in D2 and D3 in the early game and becomes op late game, this is due to the unit damage value, and how armor works. That being the case, making undead more mechanism focused would increase it's appeal.
The oversight on the wasted resources on the surface such as corpses is a massive wasted opportunity. Zombies can possibly infect good creatures turning them into more temporary zombies, adding to the pack? Lich could raise dead into temporary skeletons, creating a new pack that follows the lich around. Vampire could make heroes into thrall on kills. Banshee could possess hero (without being sued by blizzard?)
More difficult settings, like easy, normal, hard and hell, the two from Dungeons 3 didnt feel hard enough.
Better wayfinding, specially in combat.
Keep the comic style!
Day/Night Cycles were a good thing in the add on, keep that.
The amount of missions in Dungeons 3 was good. It says Dungeons 2 only has 10 missions on the Steam Shop, thats WAY to less to be considered worth the buy in my eyes. So stay at the amount of mission in Dungeons 3 or add even more :) More is always better :)
BUT THE MOST IMPORTANT THING:
An announcement, that Dungeons 4 will be developed!
- add pre-made rooms ( or digging automatic, when room build)
- can replace the machine in room
- imps can work in 3 size group, when digging (like Dungeon Keeper)
- pre-made traps and can store in Tinkers Cave
Sry, my english is bad!
2. I'm sick of tanky enemies. My orcs are whacking at heroes and especially spiders for ages and the heroes and spiders just cut the orcs down like grass blades. Seriously axes should be tearing those spiders apart, not the other way around. Spiders are by far my most hated dungeon enemies--they are way too tanky.
3. Completely underground missions. Allow anything within a certain radius of the dungeon heart to be "underground" with gateways showing the boundaries, and then everything past the gateways to be "above ground" in terms of controls. Dungeons 2 did something similar to this but you could easily do it on one map. It would require underground sources of evil.
4. Underground sources of evil.
5. More varied types of underground terrain. Water tiles. Lava tiles. Open ground. Etc.
6. Ability to play a map long term--most games are front loaded. Once you're base is built it's just a matter of time until you win. There could be some sim elements added that keeps a long term game going.
7. Switch the Crypt and the Sinister Laboratory.
8. Day/Night cycle should be in the full game.
9. Better enemy/unit balancing--WarCraft 3 is a great model.
EDIT:
10. No more timed missions! If something has to have a timer, like caravans or something, give us a warning please!
11. Faster/high resistance to enemy Keeper traps. You can't get many survivors through an experienced Keeper's forces.
-multiple z leves
-ability to fill fields
-play parties against each others
-boss rooms
-safe rooms
-some way to generate gold without slaughtering everyone stupid enough to enter
Extra faction for Undead, Horde and Demons!
Faster carrying speed for Little Snots. They are really slow, especially when carrying traps to the front entrance.
A way to transport gold to pay minions. As the game progresses the gold veins are further and further out, until the walk becomes too great for them.
A way to designate areas of the dungeon as "no-go", to prevent minions from lingering in front of hero entry points or taking smoke breaks in trap rooms.
Get rid of Dwarf Bombardiers. Their AOE damage comes way too early and ramps up too fast, making fragile melee minions (Goblins and especially Vampires and Banshees) hard to use.
RTS control of minions underground, just like in the overworld. It's hard to set up ambushes in the dungeon as dropping minions into combat leaves them vulnerable for a few seconds.
More "tower defense" elements, such as traps that work better on certain types of heroes, guardian creatures, and dangerous obstacles. More space underground to use trap systems as currently the entrances are too close to the dungeon heart.
Less focus on theme park management, more on tower defense (underground) and RTS (overworld). I want to play as a sadistic dungeonmaster that torments parties of adventurers with various dangers in between sending raiding parties to the surface, not worry about how much beer I'm producing for my Orcs.
Also, make a dungeons 4.
I would prefer fewer missions but with multiple goals for most missions.
Have the ability to layout by preference when starting with prefab rooms. Or at least some time to rearrange them
If you have a dungeons 3 style tech tree please organize it in a less meandering fashion. If you have a dungeons 2 style command cards please organize them in such a way to minimize sub menu panels. Sometimes you really had to hunt for upgrades (which is probably why we had the d3 style tech tree).
Diamonds unit avatars are cool but are impractical when you have to get a particular unit. I'd prefer circles or squares with normal rows/columns. That said I like how you did life bars and action recovery cool down bars.
Snots need to carry stuff faster.
Overall dungeons 3s UI/UX is great 👍.