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Dungeon Defenders II game Status:
Kicking etiquette and correct gear
There have been posts about this being the worst community of any game, instant kicking, hackers and elitism and bad attitude. I just want to post about the other side of the fence.
I run Misty/Campaign NM and I accept anyone in, if they have 60%+ resists and a hunter/app guardian. Many people here agree that is the bare minimum for nightmare, but it isn't documented anywhere ingame.
I meet some nice people coming in my room but I feel like garbage when I kick them just because of gear.
I don't care about their dps, just need them to stay alive and repair but it seems no1 knows the important of this and to be honest I only learnt this by someone telling me.
Does there need to be some ingame information like when it says level requirement :70 for challenges, it must say gear requirement 60% resists on nightmare? I think it needs tool tips saying how good guardians are, I think one already exists but it is so easily ignored.
If someone doesn't have 60% resists and a guardian I always explain it to everyone I meet and try and be nice as possible about it, but it seems 90% of all new 74s just don't know this.
What do others think, does more progression and stat requirements for nightmare need to be posted ingame?
Too many people don't understand the importance of resistances and guardians
All most people care about is DPS, they brag about their massive DPS (pets) but when you look at their armor it's got no resistance at all!
(or worse: a newbie with hacked armor, still sucking horrible at the game)
I dont judge by stats, because most of the time, ppl with super high stats bought the items from player shops and have almost not played the game anyways. I'd rather have someone with 50% resists that knows what to do compared to someone with 90% resists 2.5k in all stats that ruins the game even more. I've seen a lot of these players also. I usually dont host public games (because I dont have to, due to a friends list), but when I do, I dont mind carrying them along for the ride, as long as they listen to what I say
For most HC NM runs i do up to glitter, as long as they have at least 500ish stats, i dont care. But, then again, i am the builder and i have significantly higher stats to cover them. I love the company and grouping more than anything else.
I always put 74 required in my game titles. I don't look at character stats when people enter the game. I'm usually too busy building.
When I host a game, it is my game and I am allowing other people to join me. I do not tolerate anyone taking away from my enjoyment of the game. I am on my best behavior in other people's games because I am well aware of the fact that I am a visitor in their game. When I enter another person's game I do my best to assist the host.
I do kick people regularly for:
- AFKing without notice.
- Asking for free stuff. I'm not your dad. Don't expect me to give you anything.
- Using "7333t" or "gangsta" speak. If the first thing you say is "sup", then I kick you. Learn proper English.
- Repeatedly dying. I only play hardcore so if someone dies regularly they don't belong and are a liability. I explain that they need to leave then kick them if they don't leave on their own.
- Being a vacuum cleaner. I let people know about the auto sell between waves. If they still take everything, they get kicked.
- Generally acting like an jerk.
I think if the current status quo remains, then yes, it would be very helpful to have more obvious hints / tutorial / message upon beginning Nightmare saying how invaluable Guardians are and how important resist is. (Although, I'm more of the opinion that if Guardians are considered necessary for NM, then something needs to change in the balance of the game so that choosing many different types of pets could be just as effective. Otherwise why bother having all of these pets if Guardians are the only useful ones?)
This may seem a bit tangential, but here is an idea I have been toying with, and I believe it could help alleviate the issue of people who are undergeared for Nightmare games even attempting to join in the first place, so you wouldn't need to kick them. I'm mostly copying this from another thread I put it, but which sort of devolved away from it's main topic:
Originally Posted by ihearthawthats
This leads to situations where players think they are ready for NM mode in general once they have a full set of Mythical. And who could blame them? That was the pattern established up to that point by the game; generally linear, incremental increases in difficulty and gear quality from Easy - Insane, Deeper Well - Glitterhelm, very easy to understand. But then they enter NM, and all the rules are thrown out the window. The range between poor and great NM gear is about a factor of 5x or so (By stats. If you include the chance of having 1/1 or 1/254 upgrades, the range is far greater), and with poor Myths being so powerful already, it really is a huge range of possible gear stats.
The maps, too, have a very wide range of difficulty, from Endless Spires essentially being able to complete with Godly gear, to NM MM HC MM Survival being all but impossible. Aside from all that, the jump from Insane > NightMare in terms of gear quality and difficulty, seems as large or larger than the gap between Easy and Insane. It's huge.
So, one way to combat both these issues is something that I thought would be useful for a while now: an intermediate difficulty level between Insane and NightMare. Call it Terrifying or something. Re-organize all the existing Mythical gear to fall into Terrifying or Mythical quality, based on stat quality / # of upgrades, so the middle - lower end 'Mythical' gear we currently see becomes 'Terrifying' gear.
Players who just advanced from Insane and are still only getting lower end Mythical gear (now called Terrifying gear ) will be less inclined to jump right into games which are full of people wearing maxxed out high-end gear. They know their place, and that place is the Terrifying difficulty setting.
The proposed Terrifying difficulty setting would also help alleviate the current gear progression into NM, which mainly involves slowly grinding up the easy NM levels to get higher and higher end gear. With Terrifying, you still have a way to get that same incrementally more powerful gear, but now you do it ostensibly by playing through Campaign again on Terrifying difficulty, and the lower end stuff is all labelled 'Terrifying' so you know it's not meant to be used in the NM maps.
Once you are confident in Terrifying, you start some easy Nightmare maps and start getting Mythical loot (and what I propose be labelled Mythical is what currently is the middle - high end Mythical loot), and by that point could be useful dropping into a standard Nightmare game.
Anyway, it's an idea I've been toying with for a while, which I think could help improve a few issues, namely the sharp jump from Insane to high-end Nightmare.
If I didn't come to this forums, I probably would never have known that Mistymire NM is the hardest content and I may have joined games I wasn't prepared for.
thats because thats how easy-medium-hard-insane worked. they basically have to re-learn the whole game just to play nightmare.
Originally Posted by DLUX
I on occasion will say "sup," but I by no means talk improperly after that. Kind of a ridiculous reason to kick someone.
Originally Posted by Vertigo
lol "sup" isn't "gangsta" speak. before kicking these darn hooligans do you tell them to "get off your lawn"?