i like this but i would say to keep things balanced make certain towers (artillery and quake) do massive damage to underground mobs because that would make sense and would also make the towers more useful and underground troops less overpoweredOk honestly, regardless if this gets ported over to Bedrock or not, having underground mobs sounds really good, maybe silverfish (as they are pretty much very useless as of time of making this post).
If underground mobs happen, here is some suggestions that I have.
Underground mobs pros:
Cannot be attacked by player weapons
Some sword and bow abilities
Unable to be targeted by the following towers:
Archer Tower
Necromancer Tower lvl 1, lvl 2, and lvl 3 shulker path
Turret Tower
Zeus Tower
Sorcerer Tower
Mage Tower
Leech Tower (Partly)
Poison Tower
Underground mobs cons:
Ice Tower
Artillery Tower
Leech Tower (Partly)
Quake Tower
Low Health
Some sword and bow abilities
Im going to explain my reasoning for what I listed above.
Cannot be attacked by player weapons, for pretty obvious reasons, if mobs are underground, it is pretty hard to wack them with a weapon.
Some sword and bow abilities that won't have an effect is also pretty obvious, something like the shulker bullets from the bow or spikes and fire from the sword won't work, as (how I see it) is that shulker bullets don't go into the ground, and that spikes are embedded into the ground, which can be valtz around as it is just bumping into a not sharp part of the spike, and there isn't a lot of oxygen in the ground, so fire doesn't really work. On the flip side the Freeze and Quake on the sword works really well, and applies damage, and the same thing with the bazooka for the bow, but for the sniper I think it can go into the ground a bit doing damage if it hits a mob.
Most of the towers that won't do anything should mostly be obvious, arrows aren't really effective for mining for stuff. Iron Golems and shulker bullets from the necromancer can't do much, but if it is the snow man path, it can slow down and damage underground mobs due to the freezing nature. Sorcerer and Mage towers aren't viable in my opinion, as lightning from Zeus shouldn't be effective on the underground stuff, and the animals from the sorcerer towers have the same reason from necromancer iron golem deal. As I said before with the flame ability, mage towers can't ignite mobs underground due to the lack of air. The last thing is Leech Tower, but as I said, only partly, I dont believe the laser to charge up the tower can lock on, but when it sends the giant laser down the map should do damage against underground mobs. Artillery Towers uses explosives to do damage, which I believe should do damage against the ground troops, as it should "destroy" the ground (it doesn't actually destroy the ground on the map). Quake towers uses earth quakes to apply damage and stun, should be pretty obvious why it should do damage. Ice tower should not only slow down underground mobs, but also applies damage, regardless if it is lvl 4 or not (lvl 4 does damage).
The last thing I want to talk about is potions (AKA pots). Both of the offensive pots (regen and speed) should still work, and half of the defensive pots should work, as the slowness one should be obvious, its the same as Ice Tower, but doesn't apply damage, and lava pots replaces the ground to lava for a bit of time. Meteor pots should slightly work, with reduced damage but not completely immune, and for Zeus pots just doesn't work because lightning stops when it hits ground.
That should be all, sorry for the wall of text, but this should give my complete opinion on underground mobs. Just a thought though, of course feel free to provide your opinion about what I said, if you agree or not, and if you dont, I would love to hear why (if you aren't rude about it)
Tower Def players are so passionate
But cubecraft
i like this but i would say to keep things balanced make certain towers (artillery and quake) do massive damage to underground mobs because that would make sense and would also make the towers more useful and underground troops less overpowered
Someone reported it as a bug but I haven’t had any time to check anything CCG related last week. I’ll forward the issue somewhere today though!With 1.16 being out now, If anyone is playing on 1.16 in Tower Defense, and if ANYONE sends a pigman, all 1.16 players gets kicked, if I had to assume why, the old Pigman models are gone with 1.16. Pretty game breaking if you asked me
It's about time that Tower Defence started to get an update.
For this next Tower Defence update, our aim is for re-balancing towers, mobs and adding Quality of Life to the game.
Yes Camezonda, we do know, and there is nearly 10 pages on this forum post alone of comments, giving you guys suggestions, but at least in my opinion, as I said earlier, you have built up a lot of hype, that even if you can put out an update to this game, the lack of communication, and the fact that some people who commented on this post way back in February of 2019 are Staff Members now, is pretty much guaranteed to disappoint myself. I really dont want to see a lack luster update, with minimum changes, and say "Nearly a Year and a Half for like 3 changes." Even if you have like 2 people working on this game at any given time, just say something like "This is some of the stuff we have done, and this is on the roadmap."It's about time that Tower Defence started to get an update. As most of you may know, Tower Defence does not need a lot of content added to make an update great.
If you look at the subforum for this gamemode it's nothing but people asking for the same QoL updates that the game desperatly needs.
I'm asking because I just saw that the team is asking players what they want for the next PvP update. Are there multiple teams/people working on different projects? Or is this gamemode no longer getting its much needed update?
i have a little thing to add to the anti rush. specifically in Normal income, its hard to defend at times since you barely get any money. lets say the enemy throws all their money on one person, who becomes the strongest one for attacking, how are you supposed to survive that? especially with a team with randoms, less people, noobs... its quite hard and sometimes impossible. there should be more balance in this, for example the ammount of mobs you can send per wave Early game.i really love TD in general, but there are some things that should be changed maybe.
team balance
i think a lot of people agree on teams being unbalanced too easily, people really want the biggest team for some reason. i feel like there should be something to prevent people from changing teams, just to get more in theirs.
experienced and noobs
a lot of people have this problem, noobs ruining for the experienced players, and the other way around.
too many people dont know how to play the game and misplace everything, its impossible to keep reporting and would overflow staff too in the end. maybe its an idea to make two gamemodes, but you got to unlock the other.
-noob
-experienced.
after a X amount of games won, and maybe a special point system for it, you can unlock the experienced mode to get better players.
can experienced players join noob? yes, but they should get less points for example.
do something about misplacing
literally every decent player hates it, their OCD starts crying because of this, and mine tells to stop playing TD.
i think 3x3 towers, should only be placed on 3x3 spots, and the same goes for 5x5! this would motivate people to come back to the game, cuz too many leave at this point
anti rush
this is something that also relates to team balance in some way. there are too many ranks voting for quick start, to rush. but if they fail, they just leave the game and make it a 6v2 for example! what i think should be changed about this?
both double income and quick start makes rushing easier, so i'd say make the cooldown on sending mobs longer, depending on the income. or maybe give people time to actually build defence, for like a minute or two.
add new towers and enemies
the game has been going without updates for too long, and is losing a lot of players because of this. i think adding new towers and enemies would make the game much more interesting for new and old players. many people have suggested awesome ideas, so why not go trough some and try working stuff out?
competitions
honestly, this suggestion would fit in every gamemode. competitions would make the game interesting and motivate you to play more. maybe add prices so its actually worth trying! the downside that i will admit is that people can use parties to cheat, so maybe make it so you cant join with party? or just limited people and dont allow to change team.
armageddons
the three armageddons in the game are fun, but boring! well, except horde, horde is insane sometimes!
- lightning is just boring and doesnt change much, but maybe it would be more interesting if it was more "aggressive"
- wither is fun, but it dies way too fast most of the times honestly! i think a stronger wither would add more to the game. maybe make it appear more often if no castle dies?
- horde can make lagg sometimes, but shouldnt be changed too much. its fast, its interesting... a real challenge!
shorter games
im not sure how long a game takes, but too long for sure. i've noticed people losing the motivation to keep going if a game takes too long, even until the armageddon. i'd say make it shorter.
i have to say, Armageddons should be harder in general, but i feel like wither is the most painful when comparing to this! lets say the wither dies in the first corner, there will still be so much time left of... well, nothing basically.
these are my ideas of how to improve the game, im interested to hear your ideas too!
why i dont like these ideas:I think the game is balanced, however trollers are a big problem. I will suggest 3 ways other than votekick to get around this problem.
1. Let ranked players /report the player for trolling.
Pretty self explanatory. I would like to see an option for staff to give the player the appropriate punishment, and perhaps kick them from the game.
2. Force towers to snap onto the nearest 3x3 or 5x5 grid.
I would like to see a feature that makes it so you must place towers on the grid, and they cannot be placed on more than one designated 3x3 area. I would also like to see 5x5 towers only being place-able on 5x5 grids and vise versa with 3x3 towers.
3. Players are forced to choose a path when placing a tower.
Credit to another user for suggesting this before me, but I think players should be forced to choose a path when placing a tower. This would make it so other people can still upgrade the towers, despite the troller owning it.
These are some simple solutions to stop the troller problem (which I have seen is an increasingly big problem), and the latter two suggestions could also be helpful when playing with new players, or players speaking a different language.
maybe, maybe not. but at least we show interest in an update and share our ideas with the server, they should do something with itWill any of these actually be added? Because it's been over a year now o.O
I have issue with all of these statements.why i dont like these ideas:
1. ranked players can still abuse this command, and you cant prove someone is trolling or not with it.
2. this might cause problems with people their strategy and maybe even cause glitches to happen.
3. i think this is an interesting idea, but it needs to be worked out more. what about people who havent unlocked it yet? since it kinda ruins the idea of the shop when playing with experienced players who do have everything. lets say a friend of mine has nothing, but chooses the path, i could still max upgrade every game and he would never have to unlock stuff.