New Players, got questions? Come here!

JuicyJuicy Member, Master Founder, Early Access
edited June 7 in Newcomers
Before you ask a question, I ask you to only keep one thing in mind: The game is currently (6/7/2017) launched (woop!). That means if your question is "How does this work?" or "If I do this..." - It's perfect! Ask away! If your question however is more of "Why did X" or "Does this design seem stupid?" - please don't ask those here. Feel free to ask them in general discussion! The game's in constant development, feedback is welcome - so post there and start discussion! But this thread is for confused new players that are trying to figure out the game still, not questions related to why something is implemented the way it is. Thanks!

Basically: If you've got a question as a new player, ask it. We (the community) are all here to help. Robot can probably answer questions we can't too.

I wanted to make this first post as kind of an FAQ.
Q: I need help! How do I contact support?
A: going to support.orcsmustdie.com will direct you to your local version of OMDU's support. You can submit a ticket there, they usually get back to you pretty quickly. You can use that for issues with the game or bugs. If you have feedback on design, please leave a forums post instead. That way we can all discuss it!

Q: I've been gone awhile. Where is Siege Mode? (The PvP)
A: Siege mode was removed. The game was hard to maintain both Siege and Survival, and Robot chose Survival because it was performing better. You can find more information here.

Q: I've been gone awhile. What happened to all my progress?
A: Similar to the question above, when Siege was removed the game underwent quite a few changes. Because of this, progress was wiped. Specifics about what was and wasn't wiped can be found here.

Q: What is Sabotage mode?
A: Sabotage mode is very similar to survival, but with a twist. In survival you defend the rift from minions; pretty simple. In Sabotage mode you still do that, but there is another team doing the same thing as you. Each wave, you get to choose from a minion card and a spell card. Using these cards will send the minions and the spell's effect at the enemy team! The first team to lower their enemy's rift to zero wins! If both teams have the same amount of rift points at the end of the match, the match will enter sudden death and send minions relentlessly until one team loses a rift point.

Q: What happens if I buy a hero?
A: That hero becomes permanently available to you. This means they will appear for you in hero select from now on. You can take them to any match, other than the weekly challenge.

Q: What is account level, and does it affect anything?
Account level starts at 1, and maxes out at 100. You must be level 8 to play warmage difficulty maps, level 20 to play master, and level 40 to play rift lord. There is also a minimum level requirement being decided upon for sabotage. Aside from needing a specific level to access certain content, level also scales your health and damage within matches. Details courtesy of TimeMaster:
HP and Damage are boosted by account lvl, They go up exponentially. 

Damage is around 4x times higher at lvl 100
HP is some more than 2x times at lvl 100

Q: My account level is over 1. How come whenever I load into a match, my level is 1?
A: This is because there is also in-game levels. When a match starts, you will always be level 1. At level 2, 4, 7, and 10 you can pick weaver upgrades to make your hero stronger. In-game level caps at 20. When a match ends, you will start your next match at level 1.

Q: How do I increase my account level?
A: Your account level gains experience for any match played. There are certain factors that go into the exact calculation of how much experience you get. Level difficulty (compared to your account level), as well as the time you spend in game, whether or not you have a survival booster, and other factors are all taken into consideration.

Q: Can I increase the speed that I level up in-game?
A: You can! When you get a minion kill you get a little bit of in-game experience. You can amplify that experience by earning combos (next question, if you don't know what a combo is!). Also, there are traits and trap parts which can help improve how quickly you level.

Q: What is a combo?
A: Combos are kind of what they sound like. If you do multiple sources of damage to a minion before it dies, it will give you a combo. Comboes have many benefits, such as increasing your in-game experience, how much unchained meter you get, coins earned, and score earned per minion kill. You get one combo point for each damage source, and the higher the combo, the better the effect.

Combo specifics are a pretty in-depth discussion, but I know one of the confusing parts is if fire Damage Over Time (DoT) effects stack. They do. If I use a brimstone and a firecracker trap, I will have 2 combo stacks (1 DoT from brimstone, 1 DoT from firecracker). If I use a brimstone and my teammate uses a brimstone, I have 1 combo stack (1 DoT from brimstone).

Q: I played OMD1 and OMD2 and never had an unchained meter. What is that?
A: Unchained meter is a new addition in Orcs Must Die! Unchained. Essentially, as you kill minions this meter fills. Also, lightning bolt drops on the ground help fill it up. Once the bar is full, you can unleash it (or go unchained) to instantly restore your health, mana, skill cooldowns, as well as gain power, reduced cooldowns on skills, and a higher mana cap, for a short time. Going unchained at the same time as your teammates will make the effect last longer.

Note: Filling your unchained meter and using it will make earning it again in the same match more difficult. This is to prevent you from constantly spamming it. It is usually best saved for difficult parts of a match, to ensure that nothing slips by.


updated 6/7/17, as of patch 2.1

Wiki Contributor: Juicearific - Got a wiki suggestion? Let me know.
Welcome to Juicy's Midnight Assassination Service. You grab em, I'll stab em.
Post edited by Juicy on
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Comments

  • CartireCartire Member, Early Access
    Do you guys have a (target) timeline for the game.  Beta, full release, ect....
  • JuicyJuicy Member, Master Founder, Early Access
    edited June 2014
    As I've heard (as an alpha player), the idea is that closed beta will last awhile, there will probably be an open beta, and game release will be in Q4 of the year. (Oct - Dec).

    *edit* What adlehyde said. Closed beta sorta started now, but we're still technically in alpha. Beta becomes official very soon. Has a closed state, and will (almost definitely) have an open state as well.
    Post edited by Juicy on
    Wiki Contributor: Juicearific - Got a wiki suggestion? Let me know.
    Welcome to Juicy's Midnight Assassination Service. You grab em, I'll stab em.
  • AdlehydeAdlehyde Member, Master Founder, Early Access
    edited June 2014
    Closed beta is "soon™." an official date will come.
    Post edited by Adlehyde on
  • SevvSevv Member, Master Founder, Early Access
    @Six, mind sticking this up in the general thread as a sticky so we get the questions where they need to go? That or the FAQ section?
  • GdogGdog Member, Early Access, Apprentice Founder
    Hey there just picked up the alpha with the founders pack.
    It seems to take an awfully long time to load 
    Finally logged in now trying to find a game.
    Where should i start for xp either solo or populated game mode?
  • IthraenIthraen Member, Early Access
    I did have a question concerning the Beta process.
    My wife and I just got Alpha keys from the Alienware giveaway, and I'm wondering what happens when the game officially goes Closed Beta. I'd assume we'd still have access, but considering there's a Founder's Pack that gives top priority in the Closed Beta, I guess I'm paranoid. So, to clarify, will everyone who has Alpha access also have Closed Beta access, or will we potentially lose access soonish?

    Probably a stupid question, but I'd like to know for sure. ^_^
  • MolteninkMoltenink Member, Master Founder, Early Access
    Once you're in, you're in forever... Like the Mob
  • IthraenIthraen Member, Early Access
    Haha. hah. The Mob. Hah. =P

    Fantastic. Thanks for the quick response!
  • UdyrUdyr Member, Master Founder, Early Access
    @Gdog Up until level 10 co-op is a good place to familiarize yourself with the game while acquiring XP and Skulls at a nice rate. After that, it awards less so you'd probably want to venture into PvP at that point.
  • SevvSevv Member, Master Founder, Early Access
    There is however some discrepency. If you play  Co-op past ten you stil lget quicker matches and wins so even at half exp, 2 matches that take 5 mins each will reward the same as one win that takes 25 mins. So for now it might be worth ti to stay in co op. I personally stay in Co-Op to help new people learn the game.  
  • MolteninkMoltenink Member, Master Founder, Early Access
    You can hang in co-op as long as you want... It is a way of earning quick xp... But unranked is way more fun and at lvl 10 you have all the slots you need to be competitive... Maybe not all the CARDS you want. But thats another discussion.
  • ScizSciz Member, Master Founder, Early Access
    edited June 2014
    "There is however some discrepency. If you play  Co-op past ten you still get quicker matches and wins so even at half exp, 2 matches that take 5 mins each will reward the same as one win that takes 25 mins."

    Not quite that straightforward, although you're not wrong on principle.

    A 5 minute co-op game at 10+ awards 36 xp and 108 skulls. A 20 minute pvp win awards 120 xp and 360 skulls. Four co-op games edge the one pvp game out at 144 xp and 432 skulls, if you've got the cards and know-how to run a 5 minute match reliably and always win in pvp.

    More realistic numbers for the new players would be 10 minute co-op games at 36 xp and 108 skulls and, assuming a 50% win rate, 25 minute pvp games at 90 xp and 270 skulls, at which point they're tied.
  • DankahDankah Member, Early Access
    anyone know what the difference between a glyph of blood and minor glyph of blood is besides one costing less to place ?
  • ExhayleExhayle Member, Master Founder, Early Access
    @Dankah  Blood glyph is +25% damage.  The minor is 8%.
  • MolteninkMoltenink Member, Master Founder, Early Access
    Minor is a rare card... They aregood early to boost minions. Glyphs can be sold at any time
  • DankahDankah Member, Early Access
    ahhh ok awesome thank you guys !
  • SagiusSagius Member, Master Founder, Early Access
    @Dankah Generally blood glyph is a bad idea, you want your minions to survive. So health/resistance glyphs are better. You are better off letting other people put glyphs if they have it. The rare occasion where blood glyph is good is when your team wants to go for a kill strategy with gnoll and pride hunters, where you aim to kill enemy defenders to push. But that usually doesn't pay off.
  • UdyrUdyr Member, Master Founder, Early Access
    I use the Blood glyph to farm bot games that much faster. Toss one down, get as many people to use Gnolls/Pride Hunters as possible, then zerg through the guardians. Switch out the glyph once the lane has been cleared. Between a Hogarth and a Warmage you can get a lot of stuns off on the guardian while your hunters go to work.
  • SevvSevv Member, Master Founder, Early Access
    @Sagius i almost always ask for someone to put minor blod glyph down at the first glyph slot to kill the guardians and gates quicker. Strategies are super dependant on the player
  • SagiusSagius Member, Master Founder, Early Access
    @Sev554 Depends on other people as well. If you have 4 people in your team that wants to use runners, it won't pay off. Health glyph is usually a safe bet, blood glyph requires team to agree on a certain strategy.
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