Dimension Drifter

Dimension Drifter

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Blue  [developer] Oct 13, 2018 @ 12:28pm
The Anger and Frustration Chamber™
Is Dimension Drifter pissing you the ♥♥♥♥ off? I'm very sorry about that!

Please don't break anything valuable. Instead, I would love to know what is cheesing your onions so I can find a solution and fix the damn thing!

Don't hold back, vent your anger here and let me know whatever's on your mind!

Thank you so much!
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Showing 1-15 of 49 comments
Sonnenblume Oct 14, 2018 @ 4:02am 
Salem Servants. They were one of the weakest enemies in Unloved, and they are arguably the greatest threat to the player in Dimension Drifter right now. I almost exclusively save my SlowMo power to take out clusters of Servants safely. I think you should look into either having them take more time to aim at the player before shooting, or slow their projectile down to allow the player to dodge their shots more easily. Since you plan on slowing the player movement down by 20%, I feel that Servants will only become more of an issue if they remain unchanged.
potterman28wxcv Oct 14, 2018 @ 5:20am 
Thank you Blue for making this thread!

Originally posted by Sonnenblume:
Salem Servants. They were one of the weakest enemies in Unloved, and they are arguably the greatest threat to the player in Dimension Drifter right now. I almost exclusively save my SlowMo power to take out clusters of Servants safely. I think you should look into either having them take more time to aim at the player before shooting, or slow their projectile down to allow the player to dodge their shots more easily. Since you plan on slowing the player movement down by 20%, I feel that Servants will only become more of an issue if they remain unchanged.
I agree. Servants are very easily the most dangerous mobs right now. Mostly because of their sheer number. When there are only 2-3 of them (like it's the case in UNLOVED), you can easily predict when they are going to shoot. Here the shots happen more or less randomly, the detail of their aiming animation is lost in the cluster of enemies, and they have a very accurate aim as well.

My other frustrations:

- Using bombs against Servants. If one of their bullets shoots your bomb, in middle difficulty you are barely alive, in hardest difficulty you are just dead 80% of the time.

- The lack of ammo. I would love to play on the hardest difficulty, but it forces me to melee almost every enemy out there which breaks the pace a lot - even if your aim is perfect, you will spend more bullets to take down an enemy than you will gain back. Eventually your ammo runs out and you need to melee. The only salvation to my frustration is to start a level with max difficulty (so that I have a lot of spawns), then i go back to a lower difficulty (so that it's winnable).

- The feeling that items are extremely underpowered and overall barely any useful. Out of the 10ish green items I got, not one of them is as good as what a R1L5 item can be in UNLOVED. Also I have no idea how to increase the amount of stars in an item.

- The fact that you have to hunt secret rooms to get Golden Chest. Sometimes I will exit a level and then the screen will tell me "hey there are 2 chests that you did not open in that level". But it's not like I would be backtracking the entire level to find this one secret room i missed anyway.

- Running back and forth to explore the door that just got opened. I hated it in some of Doom maps, I really hate it in this game. I dislike any kind of backtracking really.

- Lockpicks. When I find that Golden Chest and I have no lockpick left, and I have to remember the location of the Golden Chest while hunting for lockpicks, potentially backtracking to make sure I didn't forget a lockpick somewhere..

- The fact that you can open a Golden Chest and get a Color. This is very frustrating :p
Touchdown Oct 14, 2018 @ 5:59am 
I disagree with some of those complaints. For instance I have no problem with Gold Chests being locked away and requiring a lockpick. That's fine, sometimes you won't get one but that's not the end of the world. You also get a chest for leveling up when you're at level cap so that's not a huge deal.

Ammo scarcity... that might be a bit of a problem. I tend to melee Butchers whenever possible because otherwise I might run out.

Personally I think it's frustrating to lose all the xp progress when you die. Don't get me wrong, there absolutely should be a punishment. But I expect that down the line the amount of xp required for a level up will get so high that it'll be a massive setback when you lose it all in a single moment.

So, maybe it should be changed from a total loss to a certain portion to avoid pissing off high level players. Early on losing everything is not too bad. But when we eventually get to lvl30+ it might get annoying.
potterman28wxcv Oct 14, 2018 @ 6:56am 
Originally posted by Touchdown:
Personally I think it's frustrating to lose all the xp progress when you die. Don't get me wrong, there absolutely should be a punishment. But I expect that down the line the amount of xp required for a level up will get so high that it'll be a massive setback when you lose it all in a single moment.
I definitely agree. The trick I have found to avoid this, is to quit to main menu when I just died (so before the "dying" animation completes)
OZINI Oct 14, 2018 @ 7:19am 
I have a feeling You are angry on me. Maybe You right beacuse my posts may offend You and Your hard work. If that's so then I'm sorry!
Do not get me wrong Blue. It's not claims, pretensions or demands from my side. I just want to help You like a player, point out things which maybe can be corrected or changed to improve fun which Dimension Drifter give to us. You can agree with players opinions and suggestions or not or choose the best tips and use it to grind Your game to perfection. I'm sure DD will be great game!

Back to the topic - I don't agree with other players that Salem Servants are too strong - Someone's of monsters must be stronger and requied think of plan how to finish them (for example hide behind a wall to avoid the shoots). :) Maybe simple hide mechanics calm down this screams - crounch system and hiding behind for example crates and shooting from cover bring more satisfaction from fight. :) This is another simple idea which You can use or not.

I also not agree backtracking is bad - I for example like visit all places on the map and I'm not in a hurry, but if other players angry for that because they want finish map in fast time and get the chest there maybe another simple idea can help and shout out the grumble. For example we have a timer when we play a mission - maybe make it useful and create kind of speedrun system (with rewards for fast finishing maps) can help? I don't know.
Blue  [developer] Oct 14, 2018 @ 8:04am 
Originally posted by OZINI:
I have a feeling You are angry on me.
I am not angry at anyone. Quite the opposite! I love to hear feedback and see if players like the game or if there are things I need to look at!

For the rest of the feedback so far: thank you! I've made a few tweaks based on this thread already and these changes will roll out with the next update.
Last edited by Blue; Oct 14, 2018 @ 8:04am
potterman28wxcv Oct 14, 2018 @ 10:17am 
Originally posted by OZINI:
I also not agree backtracking is bad - I for example like visit all places on the map and I'm not in a hurry, but if other players angry for that because they want finish map in fast time and get the chest there maybe another simple idea can help and shout out the grumble. For example we have a timer when we play a mission - maybe make it useful and create kind of speedrun system (with rewards for fast finishing maps) can help? I don't know.
There are just different kind of players. I am not angry with backtracking, it's just a source of frustration for me. I like when I go forward and kill monsters on the way, I dislike when i have to go back to check out that secret door that just opened leagues away. But maybe others like it.

A speedrun system would be nice though :D Would definitely make each run really interesting. In fact I'm more or less speedrunning everytime
Blue  [developer] Oct 14, 2018 @ 12:39pm 
Originally posted by RotP potterman28wxcv:
A speedrun system would be nice though :D
Not sure I understand what you mean by that. Maybe something like that could be added. Could you be a bit more specific?
potterman28wxcv Oct 14, 2018 @ 2:45pm 
Originally posted by Blue:
Originally posted by RotP potterman28wxcv:
A speedrun system would be nice though :D
Not sure I understand what you mean by that. Maybe something like that could be added. Could you be a bit more specific?
I was just saying "yes" to the proposition of Ozini ; but basically, you would get an extra chest (or something like that) if you manage to complete the level under a certain time limit.
Sonnenblume Oct 15, 2018 @ 5:41am 
Hey Blue. I think you might want to increase the melee range for the butchers and cutters, as well as any future enemies you make (Grins seems to be fine). It literally takes a single tap of the backwards key to dodge each attack.

https://www.youtube.com/watch?v=MJWnJ0lczBs
oXYnary Oct 17, 2018 @ 10:05am 
Next update, please do something about the reticle. It's too small and has no interaction to let you know you are aimed at an enemy. (See controller config thread as to why thus is important).
Sonnenblume Oct 17, 2018 @ 10:51am 
Originally posted by oXYnary:
Next update, please do something about the reticle. It's too small and has no interaction to let you know you are aimed at an enemy. (See controller config thread as to why thus is important).

If you do decide to add this, Blue, make sure it's part of customizable crosshair options. I personally dislike dynamic crosshairs and enjoy the small size of the current crosshair. But with different crosshair options you can please everyone.
oXYnary Oct 17, 2018 @ 5:45pm 
Originally posted by Sonnenblume:
Originally posted by oXYnary:
Next update, please do something about the reticle. It's too small and has no interaction to let you know you are aimed at an enemy. (See controller config thread as to why thus is important).

If you do decide to add this, Blue, make sure it's part of customizable crosshair options. I personally dislike dynamic crosshairs and enjoy the small size of the current crosshair. But with different crosshair options you can please everyone.

Try playing it on a TV from 5ft away and with a controller. :P (Also why the hate for dynamic crosshairs - curious).
Last edited by oXYnary; Oct 17, 2018 @ 5:46pm
OZINI Oct 18, 2018 @ 2:53am 
Nice idea to play DD with controller on tv - I have to try it on my steam controller and I say how it works in my case.

I also inform that I doesn't have a second shogun model yet and I think i will not have it before Blue fix it - anyone else have similiar ploblem? I played more than 15 hours at all and have 20 lv so I think I should get it already. If anyone have similiar problem that's fine we just wait.

I also came up with new mini mechanic idea - Something like a mirror maybe in left top corner of the screen? Maybe kind of trinket will allow to get this ability? Useful to look what's happening behind our back, usable to see dark cutters fireballs - If they smash up on the wall or they still chase us and We will can see enemies spawning on our's back.
What are You think of it good idea or crap?
potterman28wxcv Oct 18, 2018 @ 3:45am 
Originally posted by OZINI:
I also came up with new mini mechanic idea - Something like a mirror maybe in left top corner of the screen? Maybe kind of trinket will allow to get this ability? Useful to look what's happening behind our back, usable to see dark cutters fireballs - If they smash up on the wall or they still chase us and We will can see enemies spawning on our's back.
What are You think of it good idea or crap?
I think it would be too distracting, and it would feel out of place too
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