Orcs Must Die 3 Feature Wish List
If you guys do like Endless, then I'd suggest adding a way to end it on your own terms. Don't make me suicide by jumping into the boiling-hot lava, please! Give me the option to walk out of there like somebody who just reached a new high score. How about a special victory dance for five skulling endless? And another one for reaching a new high wave? That kind of stuff would make the end of Endless less disappointing.
Seeing that Endless can take almost forever, it would also be nice if you could save your progress and continue later. Saving in mid-game is probably too much to ask but saving between waves should be do-able.
OMD 2 is funny because it's fun to watch the different ways orcs die.
These might be too gruesome.
1. Draw & Quartering an Orc when falls into something like a spider’s web-something grabs his arms and legs, and pulls them off (or something like a torture rack);
2. Decapitation (something in the wall) followed by the orc running around like a chicken with its head cut off;
3. Spinning disk on the floor, so the orc loses his footing and falls, maybe a slippery floor (ice rink);
4. Basketball hoop to catapult a orc into;
5. Spinning logs on the floor. The logs spin in one direction, while the orcs try to get to the other side, if they don’t cross in time, the ors are pulled in the direction the logs spin go toward.
It’s great fun to set up catapults then mount ceiling spinning batons and watch the orcs get spring, into a forest of spinning batons, electric zappers and nail-guns.
Agree-more endless matches.
Level/map editor and maker with community sharing options!
Also Robot should hold map making contests with prizes and such, and then choose from among the winners to create an entire community map pack! :)
Most of the stuff I'd consider has already been suggested. Although one or two things that I wouldn't like from the suggestions - like the idea of a Looking for Teammate system as I just feel that has more potential for causing aggro than being a benefit - most MMOs kinda show that.
One major thing I would like to see relates to the scoreboards. Defintely agree that the weekly challenges should have their leaderboards up permanently unless they're getting taken down due to space on servers or something similar, would be nice to know as it would impact my idea if there is limited space.
What I'd really like to see is split scoreboards for each level. In that I would like to see one which is just overall high score and another which you can only rank on if you 5-skulled the level. Like I do love watching the videos and seeing the scores from the likes of Wyatan, Cheetah, Juicebags, etc racking up the millions upon millions of scores, but almost certainly they miss the par time by quite a significant margin or let Orcs in the rift and obvously there isn't really any way of making it of interest to them to 5 skull given how little the time/rift bonuses are.
Also a minor thing would be to include a little icon to show whether the score was made with the Bromage or the Sorceress. I mean I guess that you could let people put up scores with both characters, especially if they do diversify their traps a bit more.
P.S. I don't want this but as I'm pretty certain it was an addition to OMD2, I wonder if the devs realised how much of a stress-causing bonus Untouchable is. Still having nightmares of having to do 5+ waves of the Tank is AFK challenge perfectly before having to play lets dodge all the douchebag crossbow jerks.
I'd like a lot of challenges like weekly challenges but without the "weekly"
I'd also like some tools to create custom content.
And cotton candy, of course.
A multiplayer mode where each p[ayer has it's own room, and must survive through waves... each player can send by consuming traps summoning resources orcs to other player...the target is to win by making other player to lose it's rift points. this would be great and challenging...considering that you can exploit other player flaws and make him mad sending the oposite monsters that he built defences against.
A multiplayer mode where each p[ayer has it's own room, and must survive through waves... each player can send by consuming traps summoning resources orcs to other player...the target is to win by making other player to lose it's rift points. this would be great and challenging...considering that you can exploit other player flaws and make him mad sending the oposite monsters that he built defences against.
This right here was more or less THE most fun sort of tower defense. Hard as balls to balance though.
More freedom, more creativity, more variety, and no more character-exclusive items. Also, local co-op.
EDIT: Oh, and mod support.
EDIT 2: And in case it doesn't go without saying, all of the items from the previous games should return like the OMD! items did in OMD!2. Having all of the old levels return would also be nice, even if it was only as DLC.
I think seperate slots for trinkets and weapons would be a very good idea. honestly I probably prefered how it was done in OMD1. If you like highscores, then most of the trinkets are pretty useless. It's not fun being forced to use certain traps again and again to score high. I think the highscore system could be adjustet a little bit as well, so that maybe combos paid off more and more as you progressed from wave to wave. If your goal is to get very far and survive a lot of waves, then you're probably not gonna get a very good score unfortunately. You have to focus on other things then combo's in order to do so. Certain traps would be broken though, like the teleporter and the magic mushroom. You could just set up all the traps, go to bed and watch your setup take care of everything. So those few traps should perhaps be removed from the endless game if the highscore system in fact does get redone.
A Versus mode would be great as well. Where you could purchase Mobs to send through to the opponents maze to eventually wipe him out. A lot of tower defense games have already done this very succesful. If you could spend gold on improving the orcs health, damage, and so on, it would be a lot of fun and a good challenge
I replied already but in the new DLC thread, since this thread is more appropriate i'll post here:
options for playing with more than just one other friend.
points to consider:
* keep the main focus on 3rd person tower defense
* i like the tar traps; and i play both characters (or create a slime trap that is like tar-lite)
* traps on staircases
* maps with 3 or 4 spots (just split money evenly)
* "dueling" modes where 1-2 players time attack versus another set of 1-2 players
* new storyline and locales (the main one has been wrapped)
* maybe even another mode altogether where 3-4 players can death match (not main focus, but the capability is there)
* capture the flag mode (or capture the orc skull as the case may be) sort of like how Monday Night Combat did it
* all new maps, with new stories and new actors; use a map format that allows for map editors so the community can participate more
* formalizing "onslaught"
* more money/freeplay/arcade mode that is not scored/leaderboards
none of these modes have to be the main focus, but it could add to the games. and don't limit yourself to thinking inside the boxes (or barricades as the case may be). because like white men, orcs apparently can't jump.
.
EDIT:
after reading this again I would say I agree about having trinket only slots that don't take away from the main 10 loadout slots (activated with QWERTY keys?). also I would like to see more non-damaging floor, wall, and ceiling traps just for variety if anything else. endless mode needs to be less of a grind--I know it was originally meant to be a grind; but after playing enough Final Fantasy to fill a lifetime, I've had it with grinding in games and so endless loses its appeal after the first hour. I can deal with the quirks like the headshots that don't register or the crossbow shots that go through the orcs or even the weapons not going where the crosshairs point but I would prefer it to be fixed (it can be annoying). having the challenge maps accumulate rather than disappear would also be nice.
First, sorry about my poor English as I'm a self learner in this language, unfortunately English is not my primary one.
I think Robot Entertainment should "improve" (in OMD3) the main features that made the franchise a success.
It´s simples as that. Not just to bring more players to buy the game(because I want the sucess of this company for their very well made work), but to make all the fans more amazed while playing (and while not playing, why not?).
First - Single parts of the bodies could be chopped off. Arms, Hands, Head, Torso or Legs.
I think most of the players like to see how the orcs die and some of them (not me!) laugh out loud when something absurd happens. If more ways of dying are added, more laughs would be heard. :)
Imagine a trap that is a small sucking hole to stick it in a wall. When an armed enemy approches, his hand is sucked into the hole (loses hand and bleeds) and his weapon drops in the ground (with a chance to give up fighting, sitting on the ground while crying looking at his handless arm). It'd be a cretinous cheap trap!
Other new trap: "Katana Wall" a single Katana cut's off the leg of the passing orc. The orc falls on the floor, making the passage of the others a little bit busy and he dies in 3 seconds while the blood flows(while a chance for some try to keep up walking in one leg - and then with another chance to fall and die - just to add more flavour to the randomization).
That same Katana wall placed higher would cut off the head of an orc and he stills runs for some steps before hilariously falling dead.
Second - Other feature that makes the franchise a success is the freedom to choose how you will play it.
Something that were already said is that despite being very popular, some people will never care for the leaderboards. I am one of those people. I don't play OMD to beat some score, I just want to have fun experimenting the worst things that can happen with the poor orcs. And LOL with it.
So, to add more freedom, one of the things RE have to do is: more game modes.
Third - All game modes are very nice, but we could have much more.
A game mode where:
- you play as one of the enemies and try to reach the objective;
- you would be the one to spawn creatures as the machine ( hero NPC) tries to make his way into the survival;
- you don't play with any hero, just as a simple tower defense and with the option of the TopDown view;
- you could play the game with some rpg features (calm down people, just a mode, don't panic!) where the character improves the stats and skills. Ah! And that this very game mode would come with a feature to allow you to not play it if you don't want to play it. Just for the sake of the guys that don't want rpg features added to OMD.
I bought every product of the OMD franchise and if they release another 50 DLC's I´d buy all of it. Why? Variety.
I hope most of the players will agree with me on that. We all like to experiment. See how things goes well with what.
So why not use (in OMD3) all the items in previous editions and add massive quality items?
Ideas fot them I´m sure are thousands here in the community. Moderators could even propose a contest where every week we could chose one of the 5 ideas for traps. the most voted for every week would be added to the game. Or something that could involve the community aspect while developing the next installment.
Fourth - Replayability.
Although I love Endless mode, I know some people find it boring. Well, why not respect both sides, maintaining the mode and add some improvements? Like was already said by the community to add some milestones at Wave 40, Wave 80, Wave 100. And the players choose to continue or to stop for the moment.
Replayability is something that this game offers so well. It´s not the kind of game you play just a day or two and go play others. It´s fascinating! So what could be added to improve this feature?
Ideas:
- More characters;
- More maps;
- More guns and traps;
- More challanges...
...and the most important aspect would be a:
Map editor - With a map editor, I´m sure the developers would be amazed by what the community would be creating.
I think the map editor could be created in a system like this:
Choose the dificult of the map, the size of it, the number of waves, co-op or solo.
Then like in a "character creationg based system" style, you could spend points to format every wave. Eg. A Fire Orc costs 10 points, while a Kobold costs 1 point and you can add a certain amount of points in each wave depending on the dificult level and wave number you chose.
The objects, to really create the environment of the map should be free to choose as many as you want. Although some objects could be unlocked until you achieve something (Don´t have an idea of what could be achieved. Eg. It'd be very unfair to unlock certain objects only if a certain amount of players play your map. Because, for exemple, my map could never be discovered by anyone for any reason. So it have to be something to turn possible for everyone to unlock by themselves.)
One more thing about map. They should be in open space scenarios too. Like already mentioned by the comunity, a forest, a desert or a village. But keep the dungeons!!! :)
Multiplayer helps replayability as well. A feature I'm sure will be improved.
Just a personal fact: I got so excited about this game when I first played it that I gift a copy over Steam for my wife. Unfortunately, all my efforts weren't enough for her to stop playing The Sims yet. =/ (Any help would be apreciated here, a petition or something like that. Thanks).
So as I was saying, I don't have a partner to play yet, it would be nice to have a lounge for us to make teams and go for the kill.
Voice overs are amazing! I always have a great time listening to the bizarre things they say.
RE should continue with this feature. But I´ve notice some people find it annoying, then an option to mute this, could be added as well.
I miss that a tower isn't available in the game. It should be nice to have some towers trowing stuff at the orcs.
And of course more fun towers that make good use of physics:
Like a tearing ground where all enemies in the area of effect could be dragged;
Thinking about "open maps", a rocket launcher pad throwing the orcs to the skies (and falling 20 seconds later! Rain of orcs in the end of the wave? Would be awesome!);
Hot oil spray from the wall, hitting the side of the enemies and smoke comes out the bodies and melts some bones (the ones hit in the particular side of the body, to make good use of ragdoll physics);
Elastic bed. The small ones and the big ones for the big parties to dance;
As already mentioned by the members: Water. Make good use of the physics of water.
Well, I took more than 2 hours to wrote it, sorry for the large post. But I wanted to contribute.
Thanks Robot Entertainment to make such an EPIC game! The BEST game I've ever played in any system!
Regards to th community.
Hope to "hear" from you soon.
it would also be nice if the weekly challenges weren't replaced but rather accumulated, so you could go back and replay the challenges even if they weren't ranked.
I think most of the players like to see how the orcs die and some of them (not me!) laugh out loud when something absurd happens. If more ways of dying are added, more laughs would be heard. :)
Imagine a trap that is a small sucking hole to stick it in a wall. When an armed enemy approches, his hand is sucked into the hole (loses hand and bleeds) and his weapon drops in the ground (with a chance to give up fighting, sitting on the ground while crying looking at his handless arm). It'd be a cretinous cheap trap!
I think most of the players like to see how the orcs die and some of them (not me!) laugh out loud when something absurd happens. If more ways of dying are added, more laughs would be heard. :)
Imagine a trap that is a small sucking hole to stick it in a wall.
When an armed enemy approches, his hand is sucked into the hole (loses hand and bleeds) and his weapon drops in the ground (with a chance to give up fighting, sitting on the ground while crying looking at his handless arm). It'd be a cretinous cheap trap!
hmmmmmm.........
Please make Tower Defense.
I am very worried.
Not to rain on anyone's parade or anything, but it seems that an OMD3 is very unlikely, at least for the foreseeable future. So are any future DLCs. Sixokay talked about it in the livestream yesterday. They have no plans for any more OMD2 DLCs (although he's not ruling it out) and they are currently working on new games. Yes, plural. We should hear more about these soon. He talked very tentatively about returing to the OMD franchise at some point, so I doubt we'll be getting an OMD3. Personally I don't think Robot would be able to do enough to justify a sequel anyway.
I'm just really looking forward to finding out what Robot are working on next.
I'd have to disagree with the assessment that OMD3 is unlikely, simply because of the potential to flesh the content of the game out more. Sure, the storyline has kind of run its course, but the community is more than solid. Plus, it's not like the storyline has been a focal point when there are so many orcs to kill...
While musing over some ideas we'd like to see in the future, my coop partner and I unanimously decided we'd love to see more effect interaction between traps. That isn't to just say combos with each trap adding its own combo point and effect, necessarily, but more in the way that traps actually interact with each other. Combos within combos, if you will. Currently we have traps that produce effects by themselves, and in the case of physics traps, ones that set orcs up for another trap and effect. But that is the extent of their interaction. What I'm thinking is more along the lines of traps that produce effects, and traps that produce methods of spreading those effects!
Take for example the floor scorcher and haymaker. A hapless victim wanders into range of the scorcher, and it produces a flame jet. If a haymaker happens to trigger in range of the scorcher while the flame jet is activated, it produces a whirling flame effect in addition to its standard effect. We can similiarly consider a combination of the acid wall and steam trap, where the steam carries acid upward with it and soaks everything within its vertical range. Consider the potential for fliers! Here's a third example, even. Archers firing arrows through an active acid wall/ice vent/shock zapper results in imbued arrows and the appropriate additional effect.
Personally I wasn't sold on the unique upgrades at first. I'm a completionist and its hard to pick just one. But further than that, its pretty hard to balance upgrades where both are useful and one doesn't get neglected in favor of a higher scoring combo. However, I've acutally come to love the system and would like to see a continuation and hopefully an evolution of this concept; that is to say, traps which can do two entirely different things from the original design, both depending on the upgrade chosen. You might ask why not just make seperate traps, but the answer is both in balance and for the same reason we don't have access to both upgrades on the same OMD2 trap at once unless playing in coop.
Again, it's easiest to try and explain this with an example. Presumably, it would be easiest to design a new set of traps that would fall into this category rather than tweak the existing ones. More than that, I don't pretend to try and improve upon greatness, so let's just work with a trap idea that doesn't exist yet.
Consider, if you will, a wall trap called the Heat Vent. By default, it ejects a jet of flame in a simlar manner to the arrow wall or acid wall. The first upgrade makes the vent pour lava out and onto the square below at regular intervals. It can't be triggered, but its active duration is considerably long like that of a lava minecart. It's function is similar to a floor scorcher placed on the wall pointed downward, except that it soaks the entire width of the square(s) directly below it and has no vertical limit on how far the lava can fall until reaching a horizontal plane. The second upgrade changes the properties of the chute entirely. Instead of pouring lava downward, or spurting a jet of flames, it now vents steam upward like a steam trap. The one trap becomes capable of filling multiple purposes both in direction and use in a combo rather than simply having the option between faster recharge or additional effect.
With multiple traps that function similarly to this, and the potential for traps to create combo fields among themselves, the variety of methods for achieving large combos increases through the number of traps that can fulfill similar purposes, rather than limiting the player to a certain set of traps/upgrades that always produce the highest scoring potential. With even more potential for theorycrafting and lots of laughs, it can also add another layer of depth to the game and easily produce enough fun for a third installment. I mean, who doesn't want to see orcs wandering through choking acid clouds before being pushed into an icy haymaker?
Heck, that gets me thinking about the potential for effects and their interaction with each other. Consider water themed trap that produces a soaked effect. This makes orcs slip and stumble about. Heaven help them if they come into contact with a shock zapper while soaked, too. How about a grease trap? Think tar trap but with continous sliding in the direction they were moving in when coming into contact with the trap. Yup. Right into those wall blades. And the spring trap. And.. *ahem* How about additional fire damage while tarred? The possibilities are endless. :)
Nananea's idea for bringing back the weavers in a limited fashion is a great one. It adds that much more depth to customizing a loadout that works for the individual while not directly interfering with high scoring potential. Local coop would be a welcome addition too. There's some great ideas in this thread, for sure.
While musing over some ideas we'd like to see in the future, my coop partner and I unanimously decided we'd love to see more effect interaction between traps. That isn't to just say combos with each trap adding its own combo point and effect, necessarily, but more in the way that traps actually interact with each other. Combos within combos, if you will. Currently we have traps that produce effects by themselves, and in the case of physics traps, ones that set orcs up for another trap and effect. But that is the extent of their interaction. What I'm thinking is more along the lines of traps that produce effects, and traps that produce methods of spreading those effects!
most people in this thread are thinking about traps and ideas of multiplayer etc... these are all good ideas and sound great even if they might be a little difficult to impliment. i am thinking of one main thing, a very important thing lost in omd2, ogre penning. in omd2 the ogres/bigger mobs are a nightmare especially on endless. it would be great to be able to combo/(however the scoring will work) on both small and large mobs as this would change the game dynamic completely. you would need traps that can combo on big while stuff to combo on the small but also have the skill to be able to ogre penn and get what you want where you want. that was one of the biggest things in omd1 and however much i love omd2 i wish that element of skill came back. yes you might say that putting grinders a half square up or running round in a big circle with a earth lord behind you a similar thing but all in all its really not. i would also love to see some sort of traps that work on vibrations/sound like an earthquake (similar to the bone amulet) or traps that do different things to different mobs or even do different amounts of damage according to the amount of health a mob has etc. a light trap would also be good as it could maybe blind the mobs so you can run in and meele them with the hammer or something without the risk of being hit. what would be really nice would be to be able to (like the chicken ring) turn yourself into any mob not just ogres so that you could run extra fast, but dye in one hit or throw bombs for bleed damage like a grenadier. another big problem is endless, if you want a high round you have to use physics traps. some way of increasing the damage of the traps or something to allow the damage traps would also be very nice. one thing i think really is missing is flying knoll hunters-flyers that chase you as that would make some levels really difficult however essentially more customisability to the max is really what were all looking for.
3+ player co-op
Different maps for co-op then single player (more/fewer lanes)
I just want some per trap stats. Even something as simple as being able to see the number of kills a particular trap has during a Go break would be a big help.
Yeah I know, multiple traps contribute to a combo, but if everything in your killbox is pretty even for getting kills you know they're all effective. If you have a mass of archers, and the guys in the front row have 40 kills and the guys in the back row have 0, you learn that perhaps that isn't the best place for them, and can spend your money more wisely, instead of being ignorant to knowing how things performed.
OK, I just found this thread while searching for OMD3 info :)) I just finished reading what other want and some of the things mentioned are also on my wishlist so I might repeat them.
- Money transfer feature between players. Not once I found myself in a stupid position of not being able to place a trap cuz I was missing 1,2,10 :))
- 4 players co-op. I doubt this will be much of a problem. Torchlight went from sincle player to 4 classes co-op and no problem with it.
- More classes and more class variation 3-4 classes would be enough but without traps/weapons limitations.
- Character RPG-like customization. We can already select a skin but how about functional skins or custom skins? Some level up feature would be nice, along with skulls for upgrading traps and weapons. Using this + class variation will offer a character development guideline without actually imposing any limitations. Also, this will lead to higher replayability. The game is cool but kinda repetitive.
- No more character related traps. Maybe weapons but not traps.
- Level editor & Mod support. Actually, one big tool to include all these would be awesome. As for the wave support, jynks has a point. However, the level editor should offer the possibility to edit the waves, within some certain limits.
- A tactical view. Since this game is a tower defense I feel a tactical view would be nice. Have a look at Anomaly Warzone and Brothers In Arms (yeah, the FPS) since both have a tactical view. This should be accessible anytime (including during an active wave) and should offer info about active/inactive traps, destroyed traps, remaining trap life, the way orcs head (this will mostly point out barricade/traps breaches), partner status (life, mana etc.)
- Dedicated slots. Someone already suggested this so I’ll add a bit more. The player should have at least 1 (I always use 2) dedicated slot for weapons and at least 1 for trinket. The rest would be for traps. And at least OMD_2_SLOT_NR + 1 in co-op.
- More HUD info (numbers, as someone already said). A simple statistics about this could be added in the tactical view, like mana recharge time, number of hits with [INSERT_SOMETHING_HERE] until it reaches 0, number of hits one can take any of the active orcs in the active wave until he dies etc.
- Bring back mounted weapons from OMD 1 (already said, +1) +1
- Siege Levels sounds nice +1
- A way to respec just 1 trap!!!! +1
- A Limited Coin mode where you start with a set (but very high) amount of coin and don't gain anymore over the course of the level. +1
- Also, if [Placeable walls (similar to the barricade but can not be scaled by gnolls.] is not acceptable, do something about gnolls. Sometimes it’s way way too much. Also, some traps that cannot be destroyed or scaled but to be able to use them only in level editor, not in game. And a limited number of course. Let’s not abuse this.
- Do something about the guardian limit. 25 it’s just odd. You can’t equally split in 2 nor 3 nor 4
- Stair traps (tar would be nice)
- Spelbook access before starting the game, without having to exit to main menu.
- More traps/special traps for big enemies. And since this won't be fair, those traps should ignore small orcs.
And the usual:
- More Traps
- More Mobs
- More Guardians
- More Weapons
- More Trinkets
Also, as for bug fixes, I noticed there are quite a few that are still here so should not make it to OMD3:
- coins that fell within walls or behind the door orcs are coming from, preventing player from getting them
- gnolls that hide or freeze
- guardians that fell through the wall/floor or start flying :)))
- and one of the most annoying things for me, LOW FPS on PhysX VGAs.
OMD 2 is funny because it's fun to watch the different ways orcs die.
These might be too gruesome.
1. Draw & Quartering an Orc when falls into something like a spider’s web-something grabs his arms and legs, and pulls them off (or something like a torture rack);
2. Decapitation (something in the wall) followed by the orc running around like a chicken with its head cut off;
3. Spinning disk on the floor, so the orc loses his footing and falls, maybe a slippery floor (ice rink);
4. Basketball hoop to catapult a orc into;
5. Spinning logs on the floor. The logs spin in one direction, while the orcs try to get to the other side, if they don’t cross in time, the ors are pulled in the direction the logs spin go toward.
It’s great fun to set up catapults then mount ceiling spinning batons and watch the orcs get spring, into a forest of spinning batons, electric zappers and nail-guns.
Agree-more endless matches.
A slippery ice floor!
This was what I was hoping for in the Yeti DLC. I was envisioning a quasi-physics trap that would allow orcs to do a "ragdoll slide" till they hit regular tiles, or hit a wall. Maybe even upgradable with chill. Not only hillarious, but could be a relatively useful trap for comboing.
The basketball hoop is unique and I think it deserves credit. What do you get when you make a basket?
Here is what i want....
Guardian limit decreased archers to OP
Make it so they cant build right outside the door
The final level should be harder because on omd2 the final level is a joke.
Lightning orgers tough immune to arrows and parlyzes you.
Fire orgers make you on fire
Ice orgers freeze you.
Fire lords Ice lords and lightning lords
Orc spearman ranged and melee
Bosses mabey like orc king and orc queen
elf quardian which heals other guardians around it.
confuse trinket whic makes it attack himself orcs or just puch the air.
orc mage weaker than cyclopse mage
Oil that you can place on the floor and make the orcs slide around.
Oil sprayer like acid sparyer but with oil which blinds orcs
Open trap which opens the fllor and the orc falls down.
Fire sparyer shoots fire.
Orc leader leads a huge wave of orcs.
LEVEL EDITORS BUT YOU CANT GET SKULLS FROM IT.
Fire extinguisher!!!!!!!!!!!!!!!!!!
Exploding orc food.
One small thing that really bugs me is the lack of any image when choosing levels. Most of the levels I still don't know by name and it's a pain having to load each level just to check which one it is!
I don't get the feeling they are even thinking about another OMD game at the moment. It seems like they have made a great game that would benifit more from regular DLC than a whole new game... but maybe reading some of the great ideas here could give them a push.... it's got me hoping for an OMD3! I was so dissapointed to hear that there will be no more DLC!
A lot of people said there was no point in a sequel to Trials HD for similar reasons and look what they've done with the sequel! If Robot can do something similar with OMD I'd be a happy person! User created levels with a great sharing system. Along with a lot of the other ideas here would make the best OMD yet!
The next gen of engines could also make better use of physics for some interesting trap combos like the ice floor mentioned by Maximous10.
Most importantly:
A level creator.
I'd seriously pay for a thing like this.
Other things I'd like to see:
-No more than 2 player co-op. Multi-player is nice, but it clearly sacrifices the trap aspect of the game for more action gameplay. More player co-op would only turn the game further into more of an action game.
-An extended mission mode. Basically, it would give a mission twice the amount of waves (each wave still getting harder). I think it would be a nice alternative for endless, but without the cheesy difficulty ramping that endless brings (like, enemies with ever-growing armour and health). It's just because some levels are really fun, but they're already over before I get the chance to finish my trap setup. And while endless is fun, I don't like how cheap the difficulty is handled in later waves (although I do understand why). This would be a nice compromise I think.
-A more streamlined Endless mode approach. Instead of just raising the enemy HP bars into infinity, I'd like to see longer waves instead, with wave 100 or so to be a never-ending wave. The current Endless mode is just dull past a certain amount of waves because of the huge HP bars that all the enemies get.
-Remove trinkets, and add character perks instead. Character perks would be passive abilities that get unlocked by playing through the story, or bought with skulls. Set a limit of like a maximum of 3 perks that can be active at once.
-A time attack mode. Or add a seperate level completion time hiscores.
-A mega spring trap that sends any heavy unit flying without failing (basically a 2x2 square spring trap).
-More physics traps. Lol, can never have enough of these.=P
Hey guys. First of all, i'm not a native speaker, so please forgive me the possible language mistakes. Didn't read the whole thread, so sorry if it's already been discussed. My biggest change would be to make the endless actually... endless. What i mean is, like in Plants vs. Zombies. There are some builts there that you can virtually reach any waves with. Obviously, in order to do that, you should be able to save your progress. I think it would be an awesome idea. Frankly, i'm not much of a fan of endless, because it isn't really endless.
Even on bigger levels, sooner or later, you can't really do anything, because the opponents are just getting stronger each round after round 10 i think? Also, you probably don't want to play 10 hours in a row. It's nonsense. You should be able to save your progress. Also, the guardian limit is way low imo. I downloaded a trainer just to turn it off, (worked with steam version, although i was always careful to not get on the leaderboards while cheating), and after i've put down 100 archers, i realized 2 things. 1st: It's useless, because the arrows won't get through other archers. :D 2nd: obviously, that would lead to lower frame rates, so turning it off completely is indeed should be out of the question.
Still, it should be double imo, or 150% of the current one. It would be a shame if we didn't get OMD3 btw, i think the 2nd one is one of the best game ever, just immense fun, really, i've put into it 112 hours so far, and if endless would truly be endless, that number would be significantly higher. Just forget making the enemies stronger in each round, or at least do it way slower, and/or just increase the number of orcs in each wave. Of course that could also lead to frame drops. Anyway, that was my biggest concern about that otherwise great game. Thanks for reading.
Due to my extreme, extreme boredom, I just had a look at some of my posts from when OMD2 was first released, and it reminded me on some not-so-good first impression. So, if, and that's a big if, Robot makes an OMD3, the following are all very important:
Longer campaign. After the 24 levels in OMD1, the 15 in OMD2 was a big letdown. An OMD3 should have 25+ original campaign levels IMO. You just got away with 19 levels, but I'd be very disappointed if the campaign is that short again. Also, why have endless only maps? You could have just put those maps into the campaign too to artificially increase it.
Better upgrades. The upgrade system promised a lot and, although a massive step up, didn't deliver what was promised. The three tier upgrades were exactly the same and only a few traps had special upgradea. If you make an OMD3, make upgrade more complex, so it isn't as simple as a three tier upgrade making barricades cheaper, and add specials for all traps. You'd also have to add a bunch of other stuff to justify a sequel.
More new traps. There weren't that many new traps on the release of OMD2. The new trinkets sort of made up for it, but traps are what makes OMD great, and we got very little in the way of new ones. Off the top of my head, not counting character variations on the same theme: boom barrel dispenser, ice trap (functionally different enough from tar to warrant inclusion), dwarves, haymaker, void wall, bear trap, boulder chute. I think that's it. Of those, bear trap, boulder shoot and boom barrel dispensers were of a pretty limited use. I'd like to see a lot more new traps in OMD3
Basically, the lack of new items, whether they be levels, upgades or traps, were very disappointing. New features were what make OMD2 shine, and I still LOVE the game, but if you make an OMD3, please don't make the same mistakes.
What Robot did well on was the new gameplay features. Trinkets, coop and endless are all great additions. To justify an OMD3 though, the leap would probably have to be even bigger, as OMD2 did border on a reskin in some ways. I don't see what could be added to justify a sequel. Sure, we could have a level editor, maybe onslaught mode, even stuff like compeltely inverting play and commanding the orcs, but I STILL don't know if that'd be enough to justify a sequel without feeling a little tired. Also, then you'd have the rather humorous concept of having a game that was basically in development for three years to get to OMD3, the exact opposite of what Robot want to do. I love OMD2, but I don't think a sequel could be justified without a much longer development cycle than the 9 months OMD2 got. I'd expect at least 15 months to add enough levels, enough new traps, enough new upgrades, enough new game modes, and enough new music, dialogue and all that cosmetic stuff to justify a sequel. Personally I'd much prefer a new concept from Robot.
To reiterate on my previous post, I'd like to go a bit more in-depth about the level editor and what I'd like to see being done with it:
-Make people pay for it. Sell it as a seperate thing ($10 or so). This will make you guys more money, and ensures that only people who are at least somewhat serious about it will get it. An easy way to prevent the userbase from mass flooding the game with pointless or inappropiate maps.
-Make it user-friendly. Ensure that it's possible for a complete noob to make a basic map with it without having to spend hours searching for functions or figuring out how to do the most simple things with it. On the other hand, give it enough complexity to allow users to create maps similar to those that we see from the official game. Allow the building of multi-layered maps, like The Tower. Allow the building of big maps, like King of the Hill.
-Plenty of customisation. Let users build maps for either solo play, co-op play or both. Let them choose how many waves they want to have on their map (like, don't set a silly cap at 10 waves maximum). Let people go all out with options so they can create extreme things if they want to. Have some pre-sets for the lazy (like pre-set waves), but also allow for users to completely customise their own waves number by number. Let users put items on the map, such as ballistas, guardians, coins, environmental traps etc. Let users choose to publish maps privately, friends only, or for public use.
-Give us quality. Let users work into the details on their maps. Allow the placing of small decorative stuffs. When publishing a map, let users take a screenshot of the inside of their map and have that used as the loading screen, complete with a nice border and title and stuff. Let users add a short description for their maps (for story-telling purposes, or explaining what the map is about). Giving users this kind of feel of quality will attract more people to buy and try the editor, and to create awesome maps. Maybe some people will even be trying to create their own complete story-mode campaigns.
-Support the community. Make custom-made maps easily accessible for other people. Feature the best and most popular maps (feature different popular maps every week or so), but also feature newly created maps to give new entries a chance to shine. Give players plenty of search functions to make it easy to get what they're looking for (searching for min/max numbers of waves, difficulty, size, number of gates, yes/no flying enemies, map ratings, map plays, map date creation etc.)







The Magi needs to have either weaker shots or less homing in them, since they make it practically impossible to do anything. I like that they are more of a concern, but I do feel that as they are now, they are more dangerous than any other monster in the game.
I also would like to avoid adding the dlc monsters (save ball and chain) to the next game. The elementals are a good idea, but they require quite a bit of micromanaging. Good for maps made strictly for them, not good as part of the game.
As for a mandatory weapon and trinket....no. Sure it seems like an ok idea once you have fully maxed out the entire spellbook and have beaten the game, but at one point or another, we all didnt use it. Be it either by taking advantage of the spot for a trap that would be more useful, or simply because you dont want to use one. The game's selling point was to be able to play however you like, so why are we forcing restrictions on ourselves?
Either being able to change characters and keep upgrades or to have your upgrades/skulls from the second game would be amazing. It is a bit of a chore to have to constantly get more skulls because your character is now different. As for the concern of being OP at the begining of the game, simply award it as a part of completing the campaign.
One last thing...Please make all the exits give health and mana in the next game. If I can afford to leave my traps, I should be able to get something from it. Even a slow regen is better than nothing at all.