A forum post for my suggestions

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Comments

  • How about some type of bonus for returning players of the other OMD game
    I feel this can be done now through the new vanity category just a simple badge or title that would show others you know alittle about the game regardless of your current level
    Might encourage others to buy the previous games as well, yay more money!
  • Can we not get blocked for forum posting when we are editing our post?
    I hate this! I make a simple mistake, spelling/ punctuation/ what have you and I can't fix it or I get blocked
    It is only a minute but this is sooooo annoying, and I make ALOT of punctuation mistakes....
  • A STATS PAGE FOR HEROES! 
    Also more clarification and stats on traps

    See thread:
    http://forums.orcsmustdie.com/discussion/12354/could-we-get-some-clarification-in-the-stats-page#latest
  • edited May 20
    An option for opening chests.
    This started as more of a pole of sorts, but the thought of which you prefer and the ability to choose since both animations are actually complete would be good. 

    http://forums.orcsmustdie.com/discussion/13170/new-chest-opening-sequence#latest
    Post edited by UnjustlyVicious on
  • When you go to parts tab, and select a part to view in depth, I think that each trap that has that part equipped should have some way to show that easier.
    For instance- when I select my double spring, all the traps that have my double springs equipped have a different color border around it.

    This would save a large amount of time when changing parts on traps.
    This would also make it much better and easier to know what parts you have put on which traps.
  • edited May 27
    When viewing your parts tab, if there were 2 numbers on them such as 3/6.
    This shows how many you have unused: 3, and how many you have in total: 6.

    I believe this would be a major small addition to the game, as now I don't have to remember how many of what, or how many I still would like to have, and if i want to try something new with my parts I can tell how many I have overall.
  • edited June 11
    How about a trait that gives an extra trap slot?

    Traits need a rework, no one denies this. For one they need to be retroactive!!
    http://forums.orcsmustdie.com/discussion/12378/im-pretty-sure-this-is-a-bug-but#latest
    Most traits are bad, (or are so niche like many traps, no one uses them) they should feel like a real boost in power.
    Like getting a trait in Fallout (1&2 style) you should feel great when you unlock one, they should give you special abilities or break certain restrictions/ rules.
    It should be hard to choose which traits to pick, me... I never change them, could have none equipped and still be just as effective.

    Like having a trait that increases the max trap count by 5 that would be amazing!
    Traits that make floor/ wall/ ceiling trap fire % faster!
    Traits that make trap trigger from farther away!
    Trait that make you faster/ stronger when you get hit....
    Traits that complement each other
    Secondaries that can be stacked from multiple sources
    Traits that get stronger through use, (like the lightning rod) or from being higher level!
  • We are still desperate for more input!
    Hero stat pages.
    Enemy pages! Enemy stat pages! Enemy skill pages!
    Most traps are still missing basic info.
    How about listing the max trap count on a map before we enter...
    ON SCREEN DAMAGE FOR TRAPS!
    Oh i got stronger and deal more damage from leveling up? Well I never knew how much damage i did to begin with!
    Through all this adding and subtracting of prices/ speed/ and damage through various means, this needs to be shown in a way that it can be seen before going into a fight such as:

    I see this trap costs 500 coin, ill add this subsidized parts and decrease it by 20%..... it still says 500.... ok ill add this spring that says it fires faster but costs more....still no change..... ok I leveled it up says it increased the damage by..... no it still says the same damage....
  • edited July 3

    Ok I got it, the answer to having more traps, and adding 

    more of the different elements in!

    Like some ppl may remember we had many different ballistae and things like chilled spikes, there are also countless threads on wanting more traps, but there are many reasons why this can't be done very easily so here is a great option I believe that solves many of the problems:

    How about we have an element section in the trap menu such as when you select arrow wall at the top you have stats, how to obtain, upgrade, and element!

    Under the element for say arrow wall, you would have fire option and there is fire arrow wall that is of course the fire arrow wall we have, then you could have a cold arrow wall which would shoot say icicles!
    You could add things later such as poison arrows from a poison rune! Or lightning bolts from a lightning rune!
    Think of it as attaching a rune to it! Physical rune/ fire rune/ cold rune/Lightning rune

    Maybe the different runes would unlock as you increased the tier lvl which would give more reasons of upgrading certain traps besides just getting the gibs. (You could even make the runes purchasable! i know that's something i would buy!)
    This would also solve the problem veteran players would have by adding more traps w/o adding the need for more cards, especially for those of us that have already unlocked all our hero chests etc. 
    It also brings more life to the element traits and solves the problem of not all elements having different types of traps, like fire doesn't have ceiling and cold doesn't have wall all without adding the need for more cards or chest hunting or hurting long time players or making it hard for newer players because of its simplicity and giving a reason to upgrade and use other traps!
  • Physical traps need a modifier!

    Lightning explodes, arcane stacks, fire burns, cold chills and freezes...... Physical should have something.
    I think the bleeding effect should make a return on this, all physical traps have a chance to cause bleeding.
  • AxonyAxony Member
    Physical traps have a bonus effect, they are stronger than other traps.
    Physical traps are all about raw dmg.
  • ummm guy that's not a bonus effect, and you clearly haven't looked at the wall charger.
  • edited September 7
    How about maps with destroyable parts? such as walls or bridges? Or being able to blow up things like Ice on walls to open other trap placement opportunities. Some could even make the map more difficult. This is really a large missed opportunity at this time. I mean after all we are under siege!

    Currently one map (I recall) does have this to some effect and that is the stables where the chicken coop gets blown up, but having some that we have the ability to control.

    Lets suggest it this way, there are 2 paths that the orcs are coming down, but it is the same lane, one side has lots of ceiling space, but the other side of said wall has a pool of lava. Now say we place a boom barrel next to said wall to force them down just one side, destroy it from one side to make use of ceiling, destroy from the other and the wall falls that way to make use of the lava.

    This could add so much use to some traps that (really) have no other use or should I say aren't used such as decoy or boom barrels!!
    It would add soo much replayability to maps as well by being able to find things that can be blown up!
    Post edited by UnjustlyVicious on
  • sashimiaksashimiak Member, Moderator, Robot Entertainment
    How about maps with destroyable parts? such as walls or bridges? Or being able to blow up things like Ice on walls to open other trap placement opportunities. Some could even make the map more difficult. This is really a large missed opportunity at this time. I mean after all we are under siege!

    Currently one map (I recall) does have this to some effect and that is the stables where the chicken coop gets blown up, but having some that we have the ability to control.

    Lets suggest it this way, there are 2 paths that the orcs are coming down, but it is the same lane, one side has lots of ceiling space, but the other side of said wall has a pool of lava. Now say we place a boom barrel next to said wall to force them down just one side, destroy it from one side to make use of ceiling, destroy from the other and the wall falls that way to make use of the lava.

    This could add so much use to some traps that (really) have no other use or should I say aren't used such as decoy or boom barrels!!
    It would add soo much replayability to maps as well by being able to find things that can be blown up!
    This is a very interesting suggestion but I feel like it would be an enormous undertaking to develop and implement it.
    German Community Manager
  • sashimiak said:
    This is a very interesting suggestion but I feel like it would be an enormous undertaking to develop and implement it.
    Agreed, but perhaps some experimentation on future or maps in development.

    In this manner it could be in the least a learning experience to see if it's worth trying for older maps afterwards. As well as knowing how feasible this is or could become. As after learning how to create the event, (oh small cutscene where you can watch large effects blow) it could become much easier to just add a small destructible placement on older maps.
    Such as a generic overlay of "if an explosion happens near this item", the item being blown and then the after effect hiding the previous item. and copy paste into maps sorta speak.

    But oh the possibilities. 

             Huge massive undefendable lanes being able to bring down parts of the ceiling to make 2 much easier defendable lanes, or even an unexpected thing such as you've made the exterior wall unsupported and it collapses in later waves and actually opens another gate for more orc chaos!
            Some maps like the library ones could become completely different just by knocking down a bookshelf! As it could close a lane or actually just fall to the wall adding the angle wall trap spot or a ceiling spot.
           I mean even a small thing could become quite huge to us as players, such as being able to just blow a cell door off its hinges and having a hidden pirate guardian in it.
          Could even add a consumable in this way I could have a choice of taking the boom barrel or the consumable. (Oh an infinite consumible "The Breaker")
  • Currently one map (I recall) does have this to some effect and that is the stables where the chicken coop gets blown up, but having some that we have the ability to control.


    This is only an illusion, there is no wall.
    You can walk through the wall there because it is scripted to not be there.
  • Axony said:
    This is only an illusion, there is no wall.
    You can walk through the wall there because it is scripted to not be there.
    *sigh* that is the very definition of "to some effect" as in you see wall, there explosion, then you no see wall..... now please stop unless you have some real contribution to "A forum post for MY suggestions".

    Which is the reason i brought this to light knowing that there is this much done.
    What would be needed is to make the wall real and change the trigger to activate the script such as boom barrel. instead of being triggered by the wave. Some things though, could even remain pure visual such as destroyable ice/ vines on a wall things you couldn't reach to test.

    (ohh create rockslides! They could block a path or accidentally fill in a pool of lava giving the orcs more space to cross. The possibilities really are near limitless)
  • I would like to see Temper gain some of his Rage meter when entering unchained. Currently there is no real feeling of power when entering unchained for him in particular.

    Perhaps like a steady increase of say 25 points a second while unchained.
  • edited September 9
    More Subtitles. Having normal ingame subtitles for every hero would be very nice. Their speech gets cut off so much through normal play even the announcer.
    Post edited by UnjustlyVicious on
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