Deathtrap

Deathtrap

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✪ megapull  [developer] 5 Nov, 2014 @ 2:37am
Suggestions in the Spotlight 2: November 5
You have asked, and we have listened! The second Spotlight contains many useful suggestions, especially from our fellow commenter Shizuyami.
Now we'll go and make your dreams true - at least most of them ;)

Feel free to post any feedback here below in the comment section.

See you in two weeks!

Originally posted by Shizuyami:
Walls
Building walls sounds like a fun idea, it makes me think about possibilities so here is some ideas I will throw at you guys!
A nice possibility would be to add it as a 4th upgrade to towers, but making this upgrade destructable ofcourse or maybe it can regenerate on mechanical/magic towers? I am sure you can think of something to make it work lorewise :)
Or maybe just add a whole new tile that gives you all kind of walls, walls that give debuffs, walls that get destroyed but regenerate, walls that only works on flyers. This way you can ensure that editors of maps only allow players to build walls where the editors want them to build it so they can adjust the difficulties and strategic options of maps.
[...]

In its current state, the game is not designed to support walls to block lines and currently we are not planning on implementing this design element. Our decision is so because this would make core changes in the game - Deathtrap would be a different game altogether as the focus from ARPG elements and slot-combinations would shift. Partially blocking lines is currently doable by using summoner trap slots, and we are not planning on implementing a more aggressive wave-blocking feature.

Lompos - Game Designer

Originally posted by Datguy13:
Sorceress Movement Speed
About the only gripe I have is the movement speed of the character. She seems sluggish and often unresponsive, and because of this, I never feel in control of the situation during a map. It's like I'm running through molasses to play catch-up even when I'm ahead of the waves. The slow movement also makes me feel less inclined to explore the surrounding jungle, because it seems to take so long to do. I suggest a slight increase to her base movement speed might improve this sensation.

We briefly had a movement bug: The character waited for the animation to finish while in combat, therefore kiting and other combat movement was kind of clumsy. This has been fixed in the latest patch, and we hope that it will solve the issue you've mentioned. Movement speed itself can be altered via using various artifacts that are already in the game. Also, there will be different class skills that can alter movement speed.

Lompos - Game Designer

Originally posted by DeafTrap:
Camera Control
Pan, rotate, perhaps some pre-set zoom function. Often trees and whatnot get in the way of the player's view and enemies can remain obscured for longer than desirable because of the fixed camera scheme.

You can zoom with the scroll wheel, but rotating the camera was something that was not in our plans when we were creating our maps. Therefore, there are a lot of objects that would block camera view when it is rotated, which means we would have to essentially redesign all of our maps entirely for this. Every such object should get its own transparency and configuration settings, and so on. Therefore, we don't think that this will be something that will get implemented in the game.
However, if there are environment elements blocking the current camera angle, they are minor bugs that we will fix in the future.

Pozs - Producer

Originally posted by Shizuyami:
Map Statistics
I have no idea if this is within the power of steam workshop but it would be nice to see how many people failed and how many people succeeded in a map I created myself. Maybe even in which wave they died.

Sadly enough, the only statistics that we can show on Steam Workshop are already there. We can query the number of players for each map, but this number could only be shown in-game, not in the Workshop.

Honya - Senior Programmer

Originally posted by Shizuyami:
Territorial Wars
What this would look like: There would be maps made by devs. A map(guild) can be attacked once every 24/48 hours and the guild would be notified 12 hours before the attack happens. Then once its time for the attack everyone with permission in the guild is able to help defend with 4 players max. The attack would work the same as the pvp mode with an attacker and defender.
If the guild is a no show there will be some basic traps/towers in play and the attackers would have to get passed this. The guild would be able to improve these towers/amount of towers etc with gold from the guild or maybe with the crafting resources. Owning a territory would give a guild a magic find or a gold find bonus depending on amount of territories owned. Maybe they also gain access to a map attached to the territory that has increased loot bonuses. The bonus shouldn't give any damage stats or resist or anything like that since that would make pvp unbalanced.[...]

Now this is a very interesting idea, we have been thinking of implementing similar stuff - clan systems and clan wars. Although this has a low priority in our to-do list, it is definitely there. If the game will have a sufficient multiplayer community, we will definitely do this in a future update, for free of course.

Pozs - Producer

Originally posted by Shizuyami:
Encyclopedia
I would like to see a bit more advanced information in the encyclopedia like hp, type of armor/resistance and how much armor/resistances. Active skills and passives of the creature. Ranged or melee and so on. Knowing this kind of info can help a lot in editing maps and creating awesome content for fellow players. I would also love to see a bit of lore with each creature, a bit of a backstory so to speak. This is not only fun to read but it also adds to the fun when scenarios/campaigns can be made.

The Encyclopedia is currently under construction: abilities, resistance values, and melee/ranged values will be definitely shown there. HP and damage are a bit difficult to display since they will depend on the map level. The next update (Nov 14) will contain most of these Encyclopedia updates!

XP - Game Designer

Originally posted by Shizuyami:
Regeneration of jungle monsters' HP between waves
I have done the third map quite an amount of times and I notice I kill all the wolves in the jungle just by casting my global skill during waves. I end up going to the bottom left after the 2nd wave, no wolf alive and 2 keys for me laying on the ground just by playing the game normally.
To change this you could:
• Make global skills not target jungle monsters.
• Regenerate a part of a jungle monsters hp each wave.
• Fully recover the jungle monsters hp.
Give all the jungle monsters a basic regeneration amount, so if you leave them alone too long they would regenerate a bit of hp back and if you dont go there at all they would simply outregenerate the damage of global skills.
The last one is my favourite, I just find it kind of ridiculous that everything in the jungle dies just by me casting my global skill sometimes.

You have noticed an evasive bug ;) The monsters have a pretty strong regen while they are out of combat - 20 hp/seconds. The Jungle Giant had this setting missing, and we have fixed this issue - thanks for noticing!

Honya - Senior Programmer

Originally posted by Shizuyami:
More essence per wave options in editor
Right now you give starting essence and essence per wave. It would be really awesome if we could select a different amount of essence every wave, that way we can give players a more dynamic essence flow according to the difficulty of both the waves and the map.

Good idea - You can see it in the next update, we can easily do this, we just need to find a good spot for it on the GUI.

TJ - Game Designer

Originally posted by Shizuyami:
Spawn point selector
It would be nice if editors have the option to select a starting/respawn location for the players on the map. It can either increase difficulty by making people spawn in locations that are impractical or it can help people out by spawning right back at the right location. Especially in big maps there is a lot of walking going on if you dont want to use too many teleport pads in your map and if the defense location is far away from the spawning point.

All right, you can see your idea put to practice in the next update!

Pozs - Producer
Last edited by ✪ megapull; 6 Nov, 2014 @ 5:21am
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Showing 1-10 of 10 comments
✪ megapull  [developer] 5 Nov, 2014 @ 2:37am 
Feel free to post feedback here!
Dannius 12 Nov, 2014 @ 1:32pm 
Will the heroes speek in the future? This time the character is not so close to me, becouse of this (I loved the funny Van Helsing games) ... they could be very cool :D
Gubi_SPG 13 Nov, 2014 @ 3:50am 
Originally posted by Dannius:
Will the heroes speek in the future? This time the character is not so close to me, becouse of this (I loved the funny Van Helsing games) ... they could be very cool :D

Yeah for sure :) In our inner version the Mercenary (which will be added to the game tomorrow) and Sorceress already comment the happenings :)
bigheadmaniac 13 Nov, 2014 @ 5:58pm 
When will tier 2 be available?
Gubi_SPG 14 Nov, 2014 @ 5:50am 
Originally posted by bigheadmaniac:
When will tier 2 be available?
It's still under balancing but we will introduce the scenario and endless mode on Dec 19th, so maybe around that :)
melkathi 19 Nov, 2014 @ 12:34pm 
Originally posted by Megapull_Neocore:

See you in two weeks!

Two weeks ! :Compy::Dogen::frog:
gipsydog 29 Nov, 2014 @ 7:00am 
maybe There is no problem that camera does not rotate for me, but I just want free camera mode I mean it can be pan camera. have you plan implement that in the future?
Moga CMDR 20 Dec, 2014 @ 7:07pm 
Originally posted by gipsydog:
maybe There is no problem that camera does not rotate for me, but I just want free camera mode I mean it can be pan camera. have you plan implement that in the future?

In the original post above they said no to this. Wasn't part of the design.
WurtzelSepp 7 Jan, 2015 @ 7:29am 
I dont like the mazing feature to be thrown away maybe do a second gamemode where the charackters are not at the battelfield but tzhey can maze and throw spells.
Call it tabletop mode or something else it wold be n1 for all
FortKavanagh 2 Jul, 2017 @ 6:24pm 
can you add the feature to play this game with the keyboard & mouse ... because I preffer to play tower defence game this way.
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