Last Active
  • Re: USELESS TRAPS : Life and mana traps the most worthless traps

    DominoE said:
    vrmlbasic said:
    The most useless trap in the game IS the BGH zapper. The BGH ballista is also a ceiling trap, same cost, same single target, then it has further range and can basically do everything the zapper does... There is no reason to pick a BGH zapper over a BGH ballista.

    I'm not sure what purpose the BGH zapper and arrow wall serve, the Ballista is indeed king of the BGH traps, but the competition isn't exactly fierce lol.

    BTW, has anyone found a use for the Temple Alarm Bell?  I just watched the in-game video for how to use it and even that made it look useless;  when it fizzles on the "sizzle reel"... :)

    The BGH arrow wall is a bit cheaper and actually works better on bigger, slower bosses since it allows more projectiles to hit and thus overall deals more damage than a BGH ballista could ever dream of. I see people in Sabotage often using it in the first wave of Falling Folley to guarantee the kill on Mr. Moneybags.

    Screw the BGH zapper, though. I guess since BGH ballista targets allegedly can't be targeted by more than one BGH ballista at a time, a well-placed BGH zapper could offer a burst of extra damage on top of the ballista's and kill the target faster. Still, seems like overkill to me and a waste of a trap slot to have more than one BGH trap.

    The Temple Alarm Gong is an extremely cheap and strong slow. Not much else to say about it, really. It becomes redundant to take with Viscous Tar, but since the latter is much more expensive, the gong can make a great substitute in the early waves if you don't have much coin left after barricading.
    It's also important to remember that gong/tar are different combo points, even if the slows aren't the greatest together they can be spaced to allow for some nice early coin/exp gain and control large groups of minions
  • Re: How do I delete chaos keys?

    People have been leaving feedback for me saying that Keys should have some sort of reroll feature, either on the key itself or as part of something like this.It would allow people to finish keys at a significantly greater cost than just running them.

    A Key list would be a good idea if the keys aren't capped and remain so, possibly inserting it as a vertical list on the left side that lists Difficulty and Key tier, then moving some sort of combination menu in the center between the leaderboard and the vertical key list.
    If a blacklist was to be used, you could force the player to use a key that has the modifier which encourages players to store a variety of keys and play keys until they get mods they don't particularly like as a balancing act. They would then fuse the keys and prevent 1 modifier from appearing in favor of others. 

    I don't think it would be bad for the game economy or the players but there's likely things i'm overlooking.
  • Re: In your humble opinion, what does Omdu need the most now?

    A lot of the options are counterintuitive here. More maps could mean anything from more maps being added to existing game modes to new maps being introduced. Adding a map to a game mode doesn't do as much as a brand new map.

    In the same sense, a new game mode that offers new ways to use already existing assets could be viewed as more content for players to engage with. Ultimately I feel like a lot of the information available to the player hasn't been clearly expressed via the launcher and that helping players understand more about how things work would improve the experience. 

    That said, I think a newer difficulty level would be the most interesting thing that could be added at the moment for a couple of reasons: it would likely add a new tier of drops, new items could be added to said tier of drops, and the coming chaos trials would be able to utilize the new maps for an even greater challenge than what already exists in rift lord. This would also be in the vein of new maps though....

    so... ¯\_(ツ)_/¯
  • Re: Two Major issues that i think should get some attention

    Ranged enemies can't damage guardians until they're in combat, their shooting range should be equal to guardians so neither is at a disadvantage, archers deal more damage than ranged minions though so taking them out is a priority and this is likely why you feel that way in the first place.

    The speed boost is a penalty for dying and is meant to discourage players from throwing their bodies into enemies to hold them with aggro, since deaths don't have an affect on par time and ultimately the number of stars received at the end of the map it is an interesting affect though in sabotage they intend for players to die more often, your hp is much lower than in survival for a reason.

    Regarding enemy level, enemies level are scaled to the difficulty of the map played in survival, this is why a level range is shown. you don't need particularly high level traps to win, and players with tier 4 traps or lower have cleared rift lord. i've personally cleared up to rift lord baths before upgrading my traps beyond tier 4. People have complained about the ease and difficulty of the game for a while but ultimately it's up to the player to choose to learn the game or keep committing the same mistakes.
  • Re: Sabotage Matchmaking

    ShadeDev said:
    Oh man, I really enjoy seeing all of these good thoughts that we offered up a year ago to fix matchmaking.  Siege wasn't the problem, Sabotage is not the problem, the matchmaker is and has always been the problem.  The amount of unfair or ridiculous matches that people are thrown into is what causes them to leave. 1 bad match, eh, whatever.  Repeated one side matches is not okay. 

    Blaming the population only gets you so far. I think you are just too lazy to find and implement a fix. 
    If you have 6 players in a matchmaking queue: 1 3-man level 100 party, and 3 solo level 1 players...   

    How many combinations do you have to make a match?  One.

    The matchmaker will try for several minutes to make a better match and eventually just give up.

    We can make the system wait longer for a match, but that's been historically even more unpopular.
    All games that have matchmaking systems run into this problem and population is always a key factor in it. Even Overwatch which reports higher numbers and a faster rise than a large number of titles runs into 6+ minutes queue times when new modes or game times are added. I've personally had matches where I've played against the same team 3 or more games at a time because they were both premade and the closest to my rank that were online at the time, possibly the only group that was near me. ultimately a loss is better than literally never having a game joined because the matchmaker would only allow "fair" matches. fairness would only be achieved by banning premades and forcing players to learn the game and play with random teams to win.

    Without voice features and time limits for options this is super difficult and this is part of the reason sabotage is a bit difficult to deal with, can't really sugar coat that at all. Not to mention the rage that high level players have at playing with newer players who have lower leveled traps and a limited character selection. A lot of players would also be livid about not being able to play with premade teams here as that's how you heavily influence your own win rates and summarily the rewards you receive.

    the only real solution to disregard player population is lobbied games but that introduces more issues that I'm not sure want to be tackled yet. I would personally just like to see the chest quest changed to "complete 2 sabotage games" instead of win due to winning being biased due to the matchmaking and pop. issues.