Feature request/idea
Here are just some ideas that I would like to propose.
I don't doubt most of these options would be pretty easy to implement.
1. Map preview window.
When selecting a map to play it would be nice to see a little preview of the map to remind the player which level it is.
2. Freeplay mode.
No leaderboard rankings, select the level, ton of cash, play with traps, layouts, whatever not having to worry about coins.
Play either story or endless.
Again, not ranked--just around to have fun (it's a game afterall).
3. Replay files would be nice, not necessary--but nice.
4. A small array of icons showing the loadout of your coop buddy would be nice and how much cash they have. Maybe as tooltip in the UI.
5. Randomized loadout option. Picking 1-3 weapons, 1+ trap, and 1-3 trinkets from your inventory before starting a map. (roll your own challenge levels).
6. Mod support for customizing wave (with no leaderboard rankings).
Change the map's name, limit loadout size, set wave values without actually tampering with the OMD files.
Like how doom used to do it by placing PWADs into a subfolder and using -wad or whatnot.
I've got one.
When in loadout selection, at start of a level, being able to select spellbook to check, alter or upgrade any of the traps or weapons you were wishing to use.
2. Freeplay mode.
No leaderboard rankings, select the level, ton of cash, play with traps, layouts, whatever not having to worry about coins.
Play either story or endless.
Again, not ranked--just around to have fun (it's a game afterall).
Nice idea too. It was discussed in forum, it would reduce amount of cheaters too.
I think it would reduce cheating too--and it would just be nice to kind of mess around and see how crazy maps can get!
4. A small array of icons showing the loadout of your coop buddy would be nice and how much cash they have. Maybe as tooltip in the UI.
You can see your partners items choise before first go break, while u select ur loadout, but not everyone would like keep it all the time in mind. Some people just want to relax and play and forget about everything while playing. Others dont need it because they use voice communication ingame. I like it, but dont think its necessary.
I think it would be nice, there are times when between short breaks I forget what my coop buddy has loaded out and it would be nice to look and say quickly "put trap X here quick!" or whatnot. Not a deal-breaker, but it would be nice I think.
5. Randomized loadout option. Picking 1-3 weapons, 1+ trap, and 1-3 trinkets from your inventory before starting a map. (roll your own challenge levels).
So you would get every time new, random and unique loadout choise, no matter the same map? The random loadout would be senceless most of times. For example: you get wall blades at map where it can be quite useless(without barricades), because its more like open field map. You cant compare this to weekly challenges.You can make your own challenges way better without randomize option.
I think, yes it would produce some bad results, but it would also produce some pretty awesome results. The weekly challenges are nice but some are too keyed to beating a map a specific way. I like playing random settings sometimes and it was this desire that actually caused me to write a randomization script for my website. But it would be nice to have it in-game so that there's no switching back and forth. Check it out here: http://anet.dyndns-home.com/hns/?d=fan/omd2_loadout
I've got one.
When in loadout selection, at start of a level, being able to select spellbook to check, alter or upgrade any of the traps or weapons you were wishing to use.
That would be nice too.
A trinket that allows you to sell things during a round (fantastic for endless)
Yea, I have seen your website ages ago, its a nice thing, i like it :)
But i think its way much better to make own challenges for the game, because you know what thought strategy you have to use to beat level, for example: explosions, physics, or mana attacks.
You can make your own challenges affecting the whole game, not the loadout only. For example:
- Use only guardians, guardian trinket (if available) + one trap type to beat the campaign on warmage
- Get to top 100 of all campaign Leaderboards.
- Complete every level with 5 skulls (except the endless levels, because i think its kinda time waste if you dont like some levels)
For me personally, i dont play the next level until i get 5 skulls on the previuos. It makes the game more interesting and challenging, the fun you have by playing the game stays longer.
Yea, I have seen your website ages ago, its a nice thing, i like it :)
But i think its way much better to make own challenges for the game, because you know what thought strategy you have to use to beat level, for example: explosions, physics, or mana attacks.
Thanks, I'm glad people like it.
Yes, custom made challenges are fun too (but you don't need a randomizer for those :-p)
You can make your own challenges affecting the whole game, not the loadout only. For example:
- Use only guardians, guardian trinket (if available) + one trap type to beat the campaign on warmage
- Get to top 100 of all campaign Leaderboards.
- Complete every level with 5 skulls (except the endless levels, because i think its kinda time waste if you dont like some levels)
For me personally, i dont play the next level until i get 5 skulls on the previuos. It makes the game more interesting and challenging, the fun you have by playing the game stays longer.
Generally I don't play on the next level until I 5-skull it--and I've 5-skulled everything except the hive on WM and sitting on hidden gulch in NM. I also have a personal challenge of trying to rank under 1,000 when possible (though those slip all the time due to the changing nature of the boards). I *want* to like endless but generally after the first hour it gets old so i usually only make it to wave 33-45, somewhere around there (depending on the map). I'd still like to get the two endless wave achievements though. And i also need the six degrees achievement too. That will have to wait until my computer's working properly again.
Well this is the closest I can find to a suggestions/feedback thread, so I hope you don't mind if I post some suggestions/ideas of my own
First I think it would be very nice for co-op if the game waited either indefinitely or for a much longer period of time before ending a match. As it stands now, if your internet hiccups now for a minute, you can lose a very long endless mode game.
This brings me to my second suggestion, if the above is not implemented, if one person disconnects then the game should still reward both players for what they have accomplished already. As it stands now, you could play an endless game and get to wave 150 and have nothing to show for it if you disconnect, which I have to say when you spend a lot of time in endless it's pretty frustrating to disconnect and not get anything out of it.
And thirdly, it would be nice if you could save games (co-op or single player) so you could resume them at a later time, and throw in automatic saving every so many waves (perhaps every 5 or 10 on endless, every break on normal, and every 3 on nightmare) as well client side saving if connection is lost for co-op mode. Although I understand that's a lot to implement. I'm more worried about the first two points to be honest, since those would be easier fixes and would cut away a lot of frustration.
Well this is the closest I can find to a suggestions/feedback thread, so I hope you don't mind if I post some suggestions/ideas of my own
First I think it would be very nice for co-op if the game waited either indefinitely or for a much longer period of time before ending a match. As it stands now, if your internet hiccups now for a minute, you can lose a very long endless mode game.
This brings me to my second suggestion, if the above is not implemented, if one person disconnects then the game should still reward both players for what they have accomplished already. As it stands now, you could play an endless game and get to wave 150 and have nothing to show for it if you disconnect, which I have to say when you spend a lot of time in endless it's pretty frustrating to disconnect and not get anything out of it.
And thirdly, it would be nice if you could save games (co-op or single player) so you could resume them at a later time, and throw in automatic saving every so many waves (perhaps every 5 or 10 on endless, every break on normal, and every 3 on nightmare) as well client side saving if connection is lost for co-op mode. Although I understand that's a lot to implement. I'm more worried about the first two points to be honest, since those would be easier fixes and would cut away a lot of frustration.
I like your ideas. Sort of like Starcraft -- where it waits and then gives you a Disconnect button after a short amount of time but does not actually disconnect you automatically. I also agree with your second point. I would also like a save game option for SP and MP endless modes, besides I would like to see other people's saves.
The save / resume option is a perfectly understandable and legitimate request.
Unfortunately, it comes along with the save / reload option, and that would be a game-changer, for the worst. :(
So in the end, I think Robot chose wisely when they decided not to implement it.
The save / resume option is a perfectly understandable and legitimate request.
Unfortunately, it comes along with the save / reload option, and that would be a game-changer, for the worst. :(
So in the end, I think Robot chose wisely when they decided not to implement it.
That's probably true, but it does kind of suck that you have to both keep a game running if you're playing endless and then need to do something like, eat dinner, or whatnot.
This was actually kindly addressed by Robot. I beleive it is intentionally a painful grind. They don't want people to be able to save state then reload the save state and run it again to get the highest possible score. You could impliment all kinds of things to prevent this but it's easier to just not include it. Between that and the fact they intentionally ment endless to be gruelling and long rather than a close now play later.
You can hear the response on one of Fryedeggs many feeds. If you ask him nicely he might even be able to tell you which one.








1. Map preview window.
When selecting a map to play it would be nice to see a little preview of the map to remind the player which level it is.
Its a great idea. I think most of us wanted it in subconscious but never told it :)
2. Freeplay mode.
No leaderboard rankings, select the level, ton of cash, play with traps, layouts, whatever not having to worry about coins.
Play either story or endless.
Again, not ranked--just around to have fun (it's a game afterall).
Nice idea too. It was discussed in forum, it would reduce amount of cheaters too.
3. Replay files would be nice, not necessary--but nice.
Lot of people requested it. I would like to see it too.
4. A small array of icons showing the loadout of your coop buddy would be nice and how much cash they have. Maybe as tooltip in the UI.
You can see your partners items choise before first go break, while u select ur loadout, but not everyone would like keep it all the time in mind. Some people just want to relax and play and forget about everything while playing. Others dont need it because they use voice communication ingame. I like it, but dont think its necessary.
5. Randomized loadout option. Picking 1-3 weapons, 1+ trap, and 1-3 trinkets from your inventory before starting a map. (roll your own challenge levels).
So you would get every time new, random and unique loadout choise, no matter the same map? The random loadout would be senceless most of times. For example: you get wall blades at map where it can be quite useless(without barricades), because its more like open field map. You cant compare this to weekly challenges.You can make your own challenges way better without randomize option.
6. Mod support for customizing wave (with no leaderboard rankings).
Change the map's name, limit loadout size, set wave values without actually tampering with the OMD files.
Like how doom used to do it by placing PWADs into a subfolder and using -wad or whatnot.
Like the OMD1 Onslaughts. But this time, robots, if you plan to realize this suggestion, please make this "onslaughts" more user friendly. Lot of people get sometimes their customized onslaughts not working, cuz they made a mistake inside of this walls of scripts.